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CZMP: FragTag
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crakerz
Mega-Poster


Joined: 17 Sep 2003
Posts: 353
Location: California Bay Area
 Post Posted: Sat May 01, 2004 12:07 am  Post subject: CZMP: FragTag

Description:
2-4 MP FragTag! The object is to frag your opponents faster than they fragment you! Each player has ten "Frags" or Lives. Time spent as "IT" is recorded, and can also be seen in the credit counter. Now, Get Going and Blow 'em to Fragments!

Whomever is the Rocket Trooper is IT. If you are a Bullpup, avoid the Rocket Trooper. If the Rocket Trooper dies, it is respawned until it kills a Bullpup. If a Bullpup dies, that person is respawned as the new IT.

Frags left and Time as IT for each player can be seen on the objectives screen (tap the credit counter). The real object is to have the lowest IT score, so watch who is avoiding IT the best and go after them!

Avoid the gray towers - they shoot you. However, Bullpups have more armor than Rocket Troopers, and can withstand a short barrage to escape a Trooper.

I threw this together sort of quickly just to prove the concept, and it hasn't been throughly tested as such. Please forgive the rough edges.

Bug reports and comments are much appreciated for improvement purposes.

Link to Mission Pack Download Page

Author:
Zion A. Dutro
aka CrakerZ

History:
20040501 12:05AM:
-Posted CMPZ05.pdb

20040501 10:00PM:
-Fixed Fatal Reset bug (Eliminated Player Buildings)
-Reposted new version

20040503 10:20AM:
-Updated triggers to use Set Pvar text to text to avoid replay issues
-Reposted new version

20040517 9:40PM:
-Fixed Minor v1.1 vs v1.2 issues
-Improved Start and End Mission conditions to detect for only 2-3 players
-Fixed bug that spawned "dead" player
-Updated triggers to only show frags left for existing players
-Reposted new version

Attachment:
CZMP05.pdb (4.79 KB, downloaded 12719 times)

Last edited by crakerz on Sat Jun 19, 2004 12:27 pm; edited 10 times in total
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Sat May 01, 2004 12:57 am  

Wow! I can't believe something like this was actually made! I can't play it either, so ill just ask:

Did you ever need the "kill unit" action? because the concept seems impossible without it...
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Sat May 01, 2004 12:41 pm  

Your game causes a fatal error right at the start... How are you going to prove a point with a malfunctional mission?

Please fix, i cant wait to play this.
crakerz
Mega-Poster


Joined: 17 Sep 2003
Posts: 353
Location: California Bay Area
 Post Posted: Sat May 01, 2004 6:19 pm  

Verdagon wrote:
Your game causes a fatal error right at the start... How are you going to prove a point with a malfunctional mission?

Please fix, i cant wait to play this.


Huh. Works for me. I'll look into it....and no, no kill unit trigger was needed, per se, but there are other methods.
crakerz
Mega-Poster


Joined: 17 Sep 2003
Posts: 353
Location: California Bay Area
 Post Posted: Sat May 01, 2004 10:03 pm  

This is a strange one. None of the triggers were at fault for the fatal reset.

For each player's "base", I had placed two towers and a power gen across the front - to serve as a visual "color" marker on the minimap. The towers were non-op (no Surveillance Center), just show. Eliminating them (and nothing else!) solved the problem. Please let me know what else you come across bugwise.
crakerz
Mega-Poster


Joined: 17 Sep 2003
Posts: 353
Location: California Bay Area
 Post Posted: Mon May 17, 2004 9:49 pm  

Improvements:

20040517 9:40PM:
-Fixed Minor v1.1 vs v1.2 issues
-Improved Start and End Mission conditions to detect for only 2-3 players
-Fixed bug that spawned "dead" player
-Updated triggers to only show frags left for existing players
-Reposted new version