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Multiplayer idea/question.
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jubjub64
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Joined: 27 Apr 2004
Posts: 54
Location: Houston, Texas
 Post Posted: Tue Jul 13, 2004 3:13 pm  Post subject: Multiplayer idea/question.

I want to make a multiplayer level with a "capture the flag" theme. The question is, what should I use as the "flag"? I was going to use corporate raiders but this brings up some problems like how do I make it so they can't move untill the other team reaches them? Any suggestions?
Verdagon
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Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Tue Jul 13, 2004 3:52 pm  

Here's an idea. Use a raider, or a bullpup, or a dominion as the flag. Have them trapped at the other side constantly until a unit of the same side comes near it. Here's how the map could be layed out: (1 is side 1's units, 2 is side 2's units.)

Code:
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
X    1                               2    X
X                                         X
X    1                               2    X
X 2                                     1 X
X    1                               2    X
X                                         X
X    1                               2    X
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX


Have an area (ill name it 'flag') around the raider owned by side 1 (its on the right side), and to make it stuck there you need this trigger:
-------------------------------------------------------
CONDITIONS:
Area 'flag' contains exactly 0 raider owned by side 1.
Switch 'flag captured' is cleared.
ACTIONS:
Move 'raider' at 'everywhere' owned by side 1 to 'flag'.
Preserve trigger.
-------------------------------------------------------

So now, if he tries to move it, itll be moved back to the area... as long as this switch 'flag captured' is cleared.
you might be asking why we have that switch. Well, here's why. When a troop from side 1 gets to his raider on the left side, we'll set the switch and the raider can move again.

If the raider is recaptured before it can get back to side1's half of the map, use this trigger:
-------------------------------------------------------
CONDITIONS:
Side1 owns exactly 0 raider.
switch 'flag captured' is set.
ACTIONS:
Create unit group 'flag' (this is a unit group containing a raider, it spawns at 'flag'.).
clear switch 'flag captured'.
Preserve trigger.
-------------------------------------------------------


and that should do it.

...but there's a flaw in these triggers. what if side 2 kills side 1's raiders while it's waiting, waiting in the 'flag' area?
There's two things we can do about this. We can have the vicinity of 'area' blocked off (use the craker crumbs to see how to keep people out of areas)
or... we can have this trigger:
-------------------------------------------------------
CONDITIONS:
Side1 owns 0 raider.
switch 'flag captured' is cleared.
ACTIONS:
Create unit group 'flag'.
-------------------------------------------------------
PhillipEarl
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Joined: 12 Jan 2004
Posts: 329
Location: Charlotte, NC
 Post Posted: Wed Jul 14, 2004 3:53 am  

Hasn't Crackerz already written a capture the flag level, called "Blood of Heroes?" If you play multiplayer, you could check that level out and see how he solved the problem! You could, of course, just ask him, as well. :wink:
UGMC
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Joined: 03 Jun 2004
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Location: my own little world
 Post Posted: Wed Jul 14, 2004 3:54 am  

I have an idea. Use a bullpup. Make that bullpup have to get to the other side of the map, to a pressure pad. Then, set up a trigger so it needs to return to your pressure pad. If it gets destroyed, then it will simply respond at your pressure pad and you have to make the journey over again. There won't be a physical flag, but you'll have to know it's there.
ajcross
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Joined: 23 Dec 2003
Posts: 113
Location: Kansas City
 Post Posted: Wed Jul 14, 2004 2:16 pm  

Use decorative trees, the crashed ship, or wall dots to mark the "flag area"
Verdagon
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Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Wed Jul 14, 2004 3:34 pm  

I think a replicator pad would be perfect to mark where the flags are.
UGMC
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Location: my own little world
 Post Posted: Thu Jul 15, 2004 4:07 am  

Replicator pad, pressure pad, same thing.
jubjub64
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Joined: 27 Apr 2004
Posts: 54
Location: Houston, Texas
 Post Posted: Sat Jul 17, 2004 5:52 pm  

Well my level is coming along, mostly I need to add some strategically placed terrain (trees and ledges). But I do have a question on how to make it solely a multiplayer level.
I set both sides to human and I set the minimum player ammount to 2 and the maximum player ammount to 2 also. But it still shows up as a challenge mission. What am I doing wrong :?:
jubjub64
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Joined: 27 Apr 2004
Posts: 54
Location: Houston, Texas
 Post Posted: Mon Jul 19, 2004 10:55 pm  

Well thanks for the quick replies, jk. I need help making it so it specifies that one side wins and one looses. Any advice?
dws90
Very Active User


Joined: 03 Mar 2004
Posts: 118
 Post Posted: Mon Jul 19, 2004 10:58 pm  

I think you just need to make a trigger execute for one side with End Mission:Win and another exectuing for the other side End Mission:Lose.

Check a bit down the topic page, I think this was asked recently.
jubjub64
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Joined: 27 Apr 2004
Posts: 54
Location: Houston, Texas
 Post Posted: Mon Jul 19, 2004 11:25 pm  

jubjub64 wrote:
But I do have a question on how to make it solely a multiplayer level.
I set both sides to human and I set the minimum player ammount to 2 and the maximum player ammount to 2 also. But it still shows up as a 1-player challenge mission. What am I doing wrong :?:

???
This still has me puzzled. I also made sure that the two sides I wasn't going to use were set to computer. Has anyone else had this problem? If so, what do you do to resolve it?
jubjub64
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Joined: 27 Apr 2004
Posts: 54
Location: Houston, Texas
 Post Posted: Mon Jul 19, 2004 11:59 pm  

Sorry, double post.

Last edited by jubjub64 on Tue Jul 20, 2004 12:03 am; edited 1 time in total
jubjub64
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Joined: 27 Apr 2004
Posts: 54
Location: Houston, Texas
 Post Posted: Tue Jul 20, 2004 12:00 am  

Sorry again, triple post :oops:

Last edited by jubjub64 on Tue Jul 20, 2004 12:05 am; edited 1 time in total
jubjub64
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Joined: 27 Apr 2004
Posts: 54
Location: Houston, Texas
 Post Posted: Tue Jul 20, 2004 12:00 am  

Okay, I don't know how but I somehow just quadruple posted. Sorry for the inconvenience.
UGMC
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Joined: 03 Jun 2004
Posts: 348
Location: my own little world
 Post Posted: Tue Jul 20, 2004 3:49 am  

jubjub, do you have the "log me on every time I visit" on? I encountered some problems with the forums if you don't, like every time you try and post it asks you your user name and passwords all over again.
Verdagon
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Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Tue Jul 20, 2004 1:38 pm  

jubby, make sure that the sides you want to be players are actually specified as "humans" in each side setting.

Jub why dont you sign on AIM anymore?
jubjub64
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Joined: 27 Apr 2004
Posts: 54
Location: Houston, Texas
 Post Posted: Tue Jul 20, 2004 8:33 pm  

Well I found out that it will work as a multiplayer level if Verdagon compiles the level, but not when I do. Go figure. :?
UGMC
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Joined: 03 Jun 2004
Posts: 348
Location: my own little world
 Post Posted: Wed Jul 21, 2004 3:50 am  

Oh--do you have the new version of the level editor? The first one that was released doesn't make them. Look for the one called Mbeta a or something... well, just look for the one that says it supports multiplayer maps.
jubjub64
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Joined: 27 Apr 2004
Posts: 54
Location: Houston, Texas
 Post Posted: Wed Jul 21, 2004 9:19 am  

Thanks UGMC, Verdagon suggested that but when you mentioned beta I doublechecked. I was downloading the 1.0 version instead of the 1.0a version. That did the trick.