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Custom MP Game Modes


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To start up the custom game mode scripting some I've decided to create some simple game modes myself.

As I've mentioned in another topic I have the script for Random Team Deathmatch (RTDM) done with 4 random start locations.

I also have a Hardcore Recon vs Assault (HRvsA) mode, which is a simple modification on the current RvsA mode and it's classes. What has changed I'll leave unsaid until I release it. :P

I have a Hitman vs Assassin mode (HvsA) which is a limited spawn version of Deathmatch with sidearms and grenades only. Which should prove to play as short but intense game play. Maybe it should be sidearms only and no respawns? Sadly I don't think adding respawn options is possible to a custom game mode as I think you can't get any game mode specific option in for the server (gonna have to look into that), but it's easy to set it up as two separate game modes though.

Now, I'm working on a FireFight mode (FF). And I was wondering if it would be interesting to have this mode limited by time? I guess the standard way for FireFight is a clock that counts upwards so you know how long you've been playing, like in Coop. But wouldn't it be interesting to have it time limited? It's about firefight anyhow, so it's not meant to allow the players too much time for tactics. What's the general feeling about this?

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FF and hardcore RvsA sound like Fun :D

a quick question though.

is there a possibility to make a game mode where you mix TvT and Coop ? meaning, two teams of max 4/5 players and a AI inbetween

objective based.

both teams have to find the AI and take them out, then reach an extraction point. or one team has to defend the AI but is at a same distance from them as the opposing team yet sees them on the map and has to defend and escort them while the other team has to sneak up and or ambush the AI and extract

kinda like RvsA but with moving targets in human form ?

this would require random AI paths that they would follow .

okay my mind might not be working too well today

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I like your idea about sidearms and frags, for the smaller maps i guess.

As for the firefights, it would be nice to have it on a timer, in GR1 we regularly play firefight 60 for example (60 enemy) with no respawns. It`s not about who get`s the most kills, or did we kill them all. It was working together and taking down as many as we could in say 20 minutes, without losing anyone!

Look forward to whatever you make available for us, especially if they come with tutorials on things you did! ;)

I really want to try and make some simple Recon missions, were you CAN get to Extraction without killing if you want. Also some defends too, if we can change the spawn and enemy paths to a random of... hope so. Would be good.

Tinker

:)

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a quick question though.

is there a possibility to make a game mode where you mix TvT and Coop ? meaning, two teams of max 4/5 players and a AI inbetween

objective based.

both teams have to find the AI and take them out, then reach an extraction point. or one team has to defend the AI but is at a same distance from them as the opposing team yet sees them on the map and has to defend and escort them while the other team has to sneak up and or ambush the AI and extract

kinda like RvsA but with moving targets in human form ?

this would require random AI paths that they would follow .

okay my mind might not be working too well today

I don't know. Maybe you can add AI to side="0". But I'm not sure you can. The game is built around 2 active sides so I guess only testing will show if it works or not.

Btw, I think I'm done with the FF without timer. Adding the timer will take 5 minutes I guess. Can't test them right now though... still need a new computer at home. :P

I like your idea about sidearms and frags, for the smaller maps i guess.

Yes, really fun on Fort and Arroyo for example.

Thinking of switching the name of HvsA to Shootout (respawn) or Sudden Death (no respawn)

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When I think about it you may should be able to add AI groups to the player sides themselves. The only issue is that you can't use AI without weapons.

So you should be able to build AI vs AI battles where the players can chip in...

Most original AI are set to be side 2 though. But the marines, loyalists and US vehicle crews are default in side 1. Modding can of course add any AI to any side.

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thanks :D can't wait for the tutorials and editor(final version)

hope you get a bonus for the PC because of all of the work you do around here :thumbsup:

*edit*

So you should be able to build AI vs AI battles where the players can chip in...

this should make "Recon" interresting :P

Edited by sui317
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Setup FF in 3 versions. FF (unlimited time), FF20 (20min limit) and FF40 (40min limit). Also set it so each match is only 1 round.

What about feedback? What does the player want to know during the mission? Should I display a message when only 1 enemy group is left for example? Or maybe when the time is down to around 3-5 minutes and you have more then 5 groups left to fight it would tell the players to hurry up. :P

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the way i would do it is to make the messages first be real relaxing,

like " guy's you have more than enough time to get the job done"

then "guy's you should be taking out those tangos rather than nordic walking here ...."

and when the last five minutes come in sight and there are still tangos outnumbering players, "guys you're getting in a mess here... you're out numbered and time is ticking...."

the last minute and still AI in the field, "guys you'd beter go CSS on me now cause you aint getting this done any other way....."

i would tease the player A LOT and get on his nerves,

info on such a game mode should be more distracting and be against you in terms of concentration loss than actual info. (at least that is how i look at it.)

*comment on the rig you plan to get..... :drool:

Edited by sui317
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YEY! you beat me to the trial of making a firefight mode. I wanted to make a few of the adversarial maps a firefight map. *crash site, no_where, lagoon and the cut.* My favorite setup was AFZ firefight set up. AFZ (40) - 40 guys, AFZ (50) - 50 guys, AFZ (60) - 60 guys, AFZ ® - random number and AFZ (T) - too many *maybe*. But think of something like that.

For info to display.

- If going by enemies to kill unlimited time - 10 enemies left, 5 enemies left, and 3 - 1 enemies left or even just do a count down of the number of guys there are left.

- If going by time - 10 minutes left, 5 minutes left and 1 minute left.

But display them as semi small letters in the upper right or left corner so it isnt too distracting to players, but will catch there attention. Maybe like were the videos play, have it display a number there whether its enemy count or time in minutes count. Something like that should do nicely IMO.

Edited by Evilducky
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YEY! you beat me to the trial of making a firefight mode. I wanted to make a few of the adversarial maps a firefight map. *crash site, no_where, lagoon and the cut.* My favorite setup was AFZ firefight set up. AFZ (40) - 40 guys, AFZ (50) - 50 guys, AFZ (60) - 60 guys, AFZ � - random number and AFZ (T) - too many *maybe*. But think of something like that.

For info to display.

- If going by enemies to kill unlimited time - 10 enemies left, 5 enemies left, and 3 - 1 enemies left or even just do a count down of the number of guys there are left.

- If going by time - 10 minutes left, 5 minutes left and 1 minute left.

But display them as semi small letters in the upper right or left corner so it isnt too distracting to players, but will catch there attention. Maybe like were the videos play, have it display a number there whether its enemy count or time in minutes count. Something like that should do nicely IMO.

It was quite easy scripting. Deciding how to do the random thing took the most time, but once that strategy was decided it took maybe 1 hour to figure out the rest and script.

I can't count enemies as the mode is built around randomly started groups, which can include anything between 1 and 8 enemies each. Once again it's up to the map builders using the script to place what they want to achieve the number of enemies they want. Although I wouldn't recommend using only 8 man groups as they would activate 8x16 enemies at almost the same time and have them all moving around at the same time... but anyhow, it's up to the map makers if there will be a random number of enemies or not. But the script can't check that value.

I'm gonna use the "1 hostile team left" message, as that is really easy to implement. Don't know about numbers in the upper corner. It's best to use the chat message system or the objective message system which will display in the middle. Messages like these are not distractions but important info. The time counter I see no use for as you always have to clock up. What I was more thinking of was a comparison between time left and enemy teams left, which could trigger some different responses from the game. Will think more about it as it's not vital for the mode itself.

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you could add a count down at the last group ?

lets say you kill the last member of group 15, then spawn group 16 (the last remaining group) and start a count down so the search is on ?

then having group 16 walk random paths or spawn points so you have to search and destroy, making it more tense and demanding ?

an appropriate message with some detail like spawn location (grid coordinate) time left etc.

maybe connect time spent with group count ? lets say you have your groups spawn in four groups each and the death of one group triggers the next, the time spent would account for the number of AI in the next spawn ?

i'm getting confusing i think...

Edited by sui317
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i don't know, it is just that FF is so GR and notifications were a nice tool , in some of the firefights where you could not see the enemy clearly.

the option would bring back memories with the old guard but it might not benefit realisme or the game mode... i just remembered that it was asked for and now that the option is possible why not ask.

(as others would say here , can you make it optional ?)

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i don't know, it is just that FF is so GR and notifications were a nice tool , in some of the firefights where you could not see the enemy clearly.

the option would bring back memories with the old guard but it might not benefit realisme or the game mode... i just remembered that it was asked for and now that the option is possible why not ask.

(as others would say here , can you make it optional ?)

Don't think I ever played the firefight mode in GR1. Gonna start it up and give a go. Yes, I still have it installed. ;)

Optional isn't very doable for custom game modes as you can't get it to show any game mode specific settings in the game mode specific section. So each option leads to a power of 2 increase in game modes. I'll stick to the ones I have no I think, when it comes to options. So whatever more I do will be in all or one of them.

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Ok. Played some GR1 FF. I did get much more feedback then "Wolfsong killed one Georgian rebel". Which I think doesn't add much as you already have the kill marker in GRAW2, which is basically the same but only visible to the shooter. You don't have a counter that says "x rebels to go", which I'm not planing to have wither. But I will have a message telling the players when it's only one hostile team left. That and maybe something to with time and certain numbers... we'll see.

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Ok. Over to RTDM. I was wondering if I should add backup spawn locations which activates, say 30 seconds after match start so the teams still get to start together, but after that will randomly spawn a team member either n the base spawn, or in one of the 2 extra spawns designated for that team during that round. Good idea? Would it be worth the trouble of coding and fining locations for (which will most like be the biggest hassle) on the maps?

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Current list of modified scripts.

PvP

- Shootout - No Respawn (SON)

- Shootout - Respawn (SOR)

TvT

- Hardcore Recon Vs Assault (HRvsA)

- Random Team Deathmatch - 3 Points - No Respawn (RTDM3N)

- Random Team Deathmatch - 4 Points - No Respawn (RTDM4N)

- Random Team Deathmatch - 3 Points - Respawn (RTDM3R)

- Random Team Deathmatch - 4 Points - Respawn (RTDM4R)

Coop

- FireFight - No Time Limit - No Respawn (FFN)

- FireFight - 20 Minutes - Respawn (FF20)

- FireFight - 40 Minutes - Respawn (FF40)

Just have to test them some. Added a 3 point version of the RTDM game mode as some maps don't have 4 good spawn locations. That won't work on all maps anyhow like Lagoon and Arroyo, but at least it adds to possibility to work on more maps.

More ideas are welcome.

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How about Coop Defend ? that was always good for a bit of fun in GR

and with a randomised "smoke" location each time would add to replay, all the bots would have to do would be to get to wherever the "smoke" spawned from wherever they spawn.

Not sure if something like "Time bomb" would work ? that was also a lot of fun in GR

where one of the players is chosen at random on insertion and given the "disarm kit" (just a pistol) and has to get to four locations, only one of which is the "bomb" the other 3 being fake's.

the other players have to escort the "defuser" to the locations and protect him from the AI (as he only has a pistol) for the 30 seconds it takes to defuse the bomb or reveal if it was a fake (by him standing in the zone/smoke) and then rush to the next location.

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coop pow resque ? / tvt pow resque ?

easter egg search and extract.... start off with m9 only in a field of enemy AI and try to make it to the extraction, finding weapons and "obstacles" (kinda like the tank in the unreleased damn coop map)

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coop pow resque ? / tvt pow resque ?

easter egg search and extract.... start off with m9 only in a field of enemy AI and try to make it to the extraction, finding weapons and "obstacles" (kinda like the tank in the unreleased damn coop map)

That could be cool. Kind of like a "pow breakout" scenario... Could be combined with the FF script functions to use the same random enemy groups. All that is needed is a target zone for extraction I guess. Which would make this game mode kind of like "Recon" I guess. But with more alert guards... I'll do some tests with this I think. Hacienda feels like a level suiting for this type of game mode.

Adding vehicles in a general game mode it hard. They have to have their orders scripted, so that would present a problem. You can divide up the script into the common part that dictates the game mode itself, and a level specific part (like is done with the location text triggers on the original maps), but it makes it more complicated for other level creators to use it. That could be built as a normal Coop mission though as you can restrict which kits they are going to use on the level there as well.

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