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Canuck
![]() Joined: 31 August 2007 Posts: 419 |
25 August 2008 04:45 (UK time)
Papercut wrote: Well, here's something to that effect.... A map called 'Good News, Bad News'. Here's how it works. I've uploaded a map that features a single allied Tech Bloke standing in the middle of a concrete pad, with the player circling around him as an uncontrollable bird. The goal is to either kill the Tech Bloke before the 'player' completes one full circle around him, or keep him alive for the same amount of time. I've gotten it started by adding a Standard Pistol Trooper just below the Tech Bloke. The next person to download the map should try to protect him somehow, following these rules. #1: You may not delete any existing code. #2: You can add script triggers, like OnWaypointReached #3: No using SetObjectIndestructible, SetObjectHits, SetObjectHidden (at least not on the Tech Bloke) or AddExplosion. #4: You are allowed to add things to the map, but don't delete or move anything that's already there. #5: You can add as much new stuff to the script as you like, but try to keep it reasonable. Other than that, anything goes! When you download the map, post in this thread to let us know, so we don't have more than one person working on it at a time. When you've finished saving/eliminating the Tech Bloke, post the new script file up here so the next person can try to reverse his fortunes. The winner is the last one to post a new script file before no one can think of a way to reverse it, or before we all get bored of it, or before the script gets so complicated the map takes 10 minutes to load on an average computer. Edited: 25 August 2008 18:06 You need to login to create posts in this thread. |
Canuck
![]() Joined: 31 August 2007 Posts: 419 |
25 August 2008 04:55 (UK time)
I wrote: ...so try to keep it relatively small for the beginning--don't go adding a pair of Doom Tanks to crush my one soldier with a pistol. No overkill for now, or this won't last very long. Edited: 25 August 2008 04:57 You need to login to create posts in this thread. |
40oz![]()
![]() Joined: 03 January 2004 Posts: 1799 |
25 August 2008 17:05 (UK time)
Are we allowed to edit the map? I would like the map to be a little more intricate, like having a lake so I can just throw the Object in there and drown him ![]() 2 lines of code is a little short, at least for doing something real interesting. We'll have to have more scripting battle maps in the future. EDIT: Im trying to rescue the tech bloke without breaking the rules and/or placing some mega huge thing to protect him with. This is pretty hard, I think we need something a little easier. With more possibilities.
Edited: 25 August 2008 17:05 You need to login to create posts in this thread. |
Canuck
![]() Joined: 31 August 2007 Posts: 419 |
25 August 2008 18:07 (UK time)
Fair point. I've edited the rules to give people a bit more scope to do stuff, and added some random stuff to the map (a lake, crates, a fire engine....). You need to login to create posts in this thread. |
Canuck
![]() Joined: 31 August 2007 Posts: 419 |
25 August 2008 18:11 (UK time)
Oh, one more rule. None of this..... Mrazerty (in the 'T3H SCR1PT1NG B4TTL3 =3' thread) wrote: You need to login to create posts in this thread. |
ParaSait
![]() Joined: 26 June 2007 Posts: 1478 |
25 August 2008 20:30 (UK time)
Actually, I don't get it o_Ô
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Canuck
![]() Joined: 31 August 2007 Posts: 419 |
26 August 2008 03:29 (UK time)
Well, someone downloads the map and adds something to it and/or the script to save the Tech Bloke from my Standard Pistol Trooper, then uploads the new version. Then someone else downloads it and edits the map and/or script so that the Tech Bloke dies. Then someone else downloads that map and saves him...and so on, and so on, until we all get bored of it. You need to login to create posts in this thread. |
Canuck
![]() Joined: 31 August 2007 Posts: 419 |
26 August 2008 15:14 (UK time)
Sorry, he escaped this time.... You need to login to create posts in this thread. |
ParaSait
![]() Joined: 26 June 2007 Posts: 1478 |
26 August 2008 15:45 (UK time)
Ahh now I get it. OK, it's my turn... Let's see... EDIT: Are we allowed to edit the map (Like adding waypoints)? Or only the script?
Edited: 26 August 2008 15:48 You need to login to create posts in this thread. |
DarkRain
![]() Joined: 01 March 2007 Posts: 1193 |
26 August 2008 15:48 (UK time)
That seems funny ![]()
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ParaSait
![]() Joined: 26 June 2007 Posts: 1478 |
26 August 2008 15:59 (UK time)
I can imagine how it will end... the whole map will be destroyed and crawling with doom tanks which are all needed to assasinate... a tech bloke. XP Heh actually it's sorta like chess, and the tech bloke is the king =D EDIT: Wow, there is a very short time though. Can't we define which waypoint it should reach ourselves? Then we could make a much longer time.
Edited: 26 August 2008 16:29 You need to login to create posts in this thread. |
Canuck
![]() Joined: 31 August 2007 Posts: 419 |
26 August 2008 16:28 (UK time)
@Mrazerty (Are we allowed to edit the map?) Yes, you can add things to it, but can't remove anything that's already there unless you script it. Actually, unless you make them indestructible, any objects you add will be destroyed by Dthdealer's massive explosion... EDIT: I've changed it so that there is a sheep bound to a waypoint at the bottom of the map. When it reaches that waypoint (#11) the game is over. You can move the waypoint if you need more time. Also, if you're going to use waypoints to run functions, add an indestructible object with waypoints to do it (like another sheep) instead of using the player's waypoints. Otherwise the function will run again....and again....and again.... Edited: 26 August 2008 17:14 You need to login to create posts in this thread. |
ParaSait
![]() Joined: 26 June 2007 Posts: 1478 |
26 August 2008 20:49 (UK time)
OK, here is my part! It's based on the newest "sheep" version of the map.
Edited: 26 August 2008 20:51 You need to login to create posts in this thread. |
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