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TRR Rules


Lightspeed

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I know you've got the rules sitting their Wolf - will you release them to us or do I have to figure it out for myself?

And just to confirm if Im on the right track -

I placed 32 sphere locations which I have named trr_01 - trr_32.

I have also placed 4 spawn zones on map - spawn_01, etc.

I only want to have the one gametype at present bcoz it is designed especially for a League.

Now if I'm right I only need to make one set of rules that will apply to all of the Maps which I prepare for the TRR League right?

So then I need to set the initial spawn to a random pick of 1 of 4 locations - and then after about 10 seconds or so 'deactivate' that location and activate the other spawn type but make them random.

Correct?

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I was thinking about the match play side of things - traditionally, first team would pick a map, second team would pick the next map, and the first team would pick the last map.

That means 3 maps required for one match.

Worked well in [GR], will it be too much for Servers to handle now?

Or should the gametype be changed to something more manageable? The team who sets the room up plays on whichever map the challenger picks?

Or will it be easy enough just to load up one map after another?

Given that Im hoping to put together about 15 - 25 maps for the League - how many maps can be loaded at one time into a server - and can these maps be swapped out easily for matching purposes - or does the server need to be pulled down to do it?

I can think of several League work arounds for these issues - but we need to sort them out now.

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I know you've got the rules sitting their Wolf - will you release them to us or do I have to figure it out for myself?

Haven't started that specific version yet.

And just to confirm if Im on the right track -

I placed 32 sphere locations which I have named trr_01 - trr_32.

I have also placed 4 spawn zones on map - spawn_01, etc.

I only want to have the one gametype at present bcoz it is designed especially for a League.

I would name everything with the mode name anyhow, trr_spawn_01 for the inital spawn locations...

Now if I'm right I only need to make one set of rules that will apply to all of the Maps which I prepare for the TRR League right?

So then I need to set the initial spawn to a random pick of 1 of 4 locations - and then after about 10 seconds or so 'deactivate' that location and activate the other spawn type but make them random.

Correct?

Yes.

I was thinking about the match play side of things - traditionally, first team would pick a map, second team would pick the next map, and the first team would pick the last map.

That means 3 maps required for one match.

Worked well in [GR], will it be too much for Servers to handle now?

Or should the gametype be changed to something more manageable? The team who sets the room up plays on whichever map the challenger picks?

Or will it be easy enough just to load up one map after another?

Given that Im hoping to put together about 15 - 25 maps for the League - how many maps can be loaded at one time into a server - and can these maps be swapped out easily for matching purposes - or does the server need to be pulled down to do it?

I can think of several League work arounds for these issues - but we need to sort them out now.

I have no idea how many maps the server can handle. Right now it can handle all the maps in all the modes in the same cycle.

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ok so then before a match starts - teams could load one lagtesst map plus the 3 chosen match maps up and start the server.

exc news

I've got the Random pening spawns sorted I think - there will be 4 possibilities.

Team 1 - Zone 1 --- Team 2 - Zone 3.

Team 1 - Zone 2 --- Team 2 - Zone 4.

Team 1 - Zone 3 --- Team 2 - Zone 1.

Team 1 - Zone 4 --- Team 2 - Zone 2.

Should be random enough I think.

Now to work on the Random Respawns - much more fiddly.

Edited by PoW_LigHtsPeEd
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wolfie - is there an easier way then this to do the random spawns -

trigger randomevent - ev1 25 ev2 50 ev3 75 ev4 100

_________________________________________________

ev1 - trigger random event - ev5 ev6 ev7 ev8

ev2 - trigger random event - ev9 ev10 ev11 ev12

ev3 - trigger random event - ev13 ev14 ev15 ev16

ev4 - trigger random event - ev17 ev18 ev19 ev20

_______________________________________________

ev5 - trigger random event - ev21 ev22

ev 6 - trigger random event - ev23 ev24

etc.

now when i have this tree structure set up so that there are now 32 freed-up events - then i can use those free events to trigger the sending of a player to 1 of 32 spawn points which will have been randomly picked according to the chances stimulated earlier on.

then i just have to get it to cycle - question is if there are multiple kills at once will if struggle to cycle players through?

or am i way off track and complicating the trigger?

(btw, u know that the code above was simplified for the sake of posting)

if your there quekel get on comms now - watchers)

_________________________________________________

Edited by PoW_LigHtsPeEd
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