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Cangaroo.TNT

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Everything posted by Cangaroo.TNT

  1. *thinking out loud* Removing SetSideScore changes both scores to "50", but it still does not count down...somehow scores are being added in to equal "50"...smoke always shows as opposing team (doesn't matter which team I spawn in as)...rebel points counter seems to constantly fluctuate....
  2. Okay, when I'm in the zone, I can see my team point counter alternate between 10 and 9 (points start at 10 and count down to zero), so I know that it is being reset every time the event runs (very second). Anyone know how to fix it? Here is the relevant section of code: <event name="update_side_1_capture"> <element type="Calculate"> <sub target="side_1_time_in_zone" source="1" /> </element> <element type="SetSideScore" score_a="side_1_time_in_zone" score_b="side_2_time_in_zone" from_var="true" /> <element type="ColorSmoke" side="1" name_id="hh_smoke"
  3. Things that are working properly: I can start a server with my test map, choose a kit, and spawn into the game Random spawn selection works Random objective selection works Objective icon appears at the proper randomly chosen objective Smoke appears at randomly chosen objective (same location as objective icon) Issues: Entering area does not change smoke color (stays red) Entering area does not trigger the capture event, so the next current (first) objective does not end, and the second objective does not display I have ideas of where to start trouble shooting, so I will keep plug
  4. Also, does anyone know if human MP spawn points have to be spheres?
  5. Once you create a new game type, do you have to add the new rules & setting XML's to the "common" folder in the quick.bundle? If so, will that cause a kick for altered game files? If not, what do you do with them?
  6. I've begun testing my AAS gametype and have encountered the same issue. Is the solution to reinstall GRAW 2?
  7. You can only have 4 events in a TriggerRandomEvent element, so you need to re-write it as thus: <event name="Who_you_gonna_call"> <element type="TriggerRandomEvent" event1="Need_help_1_to_4" chance1="55" event2="Other_options" chance2="100" /> </event> <event name="Need_help_1_to_4"> <element type="TriggerRandomEvent" event1="Need_help" chance1="18" event2="Need_help2" chance2="45" event3="Need_help3" chance3="72" event4="Need_help4" chance4="100" /> </event> <event name="Other_options"> <element type="TriggerRandomEvent" event1="Stand
  8. A meeting engagement? Isn't that TDM...by default? Here are more features: >>> 4 possible initial spawns; each team is randomly assigned 1 of the 4 >>> 6 possible objectives >>> 3 objectives are chosen at random >>> Only 1 objective is displayed at a time (you won't know where the next objective is) >>> If your team secures the objective, you & your dead teammates will spawn at the objective (all surviving team members must secure the objective) >>> If the enemy secures the objective, you & your dead teammates will
  9. What do you guys think of an objective based TvT game mode that only awards points for completing the objective, and not for kills? Minor details about the game mode: 1. Both teams have the same objectives 2. To complete an objective requires the entire team
  10. On a side note, I'm going to try to have my defeat messages say: You lose! Now the enemy is going to date your girlfriend!
  11. It will be the same for the duration of the round, but will re-calculate for the next round, correct?
  12. I haven't even started (other than reading the tutorials & rules), but what I'm thinking is this: Random pick 2 of 4 spawns Random pick 3 of 6 HH zones Random choose order of 3 objectives So, in each zone there will be a building that each team has to "secure" before the next objective is displayed. Dead players will not respawn until an objective has been secured. No tagging. Standard TDM kits.
  13. Here's a re-take on an oldie but goodie: http://www.grapheine.com/bombaytv/index.ph...182c1b757037850
  14. http://www.grapheine.com/bombaytv/v2/play.php?id=94676
  15. I have this idea and would like your input, and maybe a clue from Wolf as to whether or not it can even be done. + 3 Adats/Objectives + Both teams have to destroy them ONE AT A TIME, but the order will be random. + Both teams will have the same objective. + One respawn at a time for both sides (similar to Recon side) + Successful team respawns @ the completed objective, other team respawns back at their base. Actually, I don't know if the objective will be to destroy an object, or to occupy, or "capture" an area for a given period of time. That will give the team that respawns back
  16. http://www.grapheine.com/bombaytv/v2/play.php?id=94671
  17. This is beyond futile since no one actually reads what anyone posts. I have never...never complained about being spawn killed. Someone here complained about uneven sides. Who was it? Not I. Hell, I like being outnumbered 8:2 or worse, as I figure there is more for me to kill. What you consider a non-existent gameplay issue keeps other people from playing. What you consider to be a pressing issue, others don't care about. As far as I know you are not in charge of determining what is and what is not a valid gameplay issue. All I did was point out a feature Grin implemented to address sp
  18. Nice in theory, but it would never happen. Ever hear the expression "squeaky wheel gets the grease"? Many people posting here were in the beta, and people were screaming like stuck pigs about spawn raping & sniping into the spawns. While it may not be a problem for you, it was definitely a problem for the general public. Some people said during the beta, and are still saying, that people that spawn kill should die, not the person spawning. Between this & tagging when in the enemy spawn, I think Grin addressed the issue in a reasonable way.
  19. ^ Again, to reiterate my reiteration, I was hoping for a lively discussion about the little hidden feature I pointed out in the OP. I think it's a step in the right direction. Obviously, you do to. I see Cell's point about matching, but most people spend very little time matching, and most of their time slumming in the pubs, like me Keep the faith, Persian!
  20. We are discussing a design feature of the game which is just as legitimate as any discussion about the GL or M99. Now, granted, my initial intent was not to spark a bunch of complaining. However, I think most of the discussion thus far has been constructive. If you don't like the topic, don't contribute. I will reiterate (because you have to in a public forum) that I did not start this thread by stating "spawn killers are ruining the game." I pointed out a design feature that very few people knew/know about. EDIT - Ignore this part: BTW, I read recently that Ground Branch, the mothe
  21. Yep, if the option is enabled. So far the servers I've played on barely have any spawn protect on, much less this option Just got off yet another server where half the game involved spawn camping and complaints about it. No surprise that the highest kills went to the people who were killing enemy as they respawned...It's not an option. It's hardcoded in the TDM rules. So, that feature is always on. No, they should not. You are correct and there are 2 ways to solve this: 1. You can count deaths instead of kills 2. Make custom match TDM rules (all you would have to do is delete the 2 r
  22. Same story. Everything else is different. Download the SP demo to see for yourself. It's very slow paced.
  23. Well, the intent of this post was to point out one of the measures Grin adopted to address spawn killing. I did it because I had not seen it discussed publicly before, and I figured that most of the community didn't even realize it had been implemented. I did not do it so we could have yet another discussion about the virtues of no vs. infinite respawn servers. I play in both types, and I imagine almost every here does from time to time. Persian, now you have more ammo in your arsenal when trying to convince people not to spawn kill.
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