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Armageddon1212

Joined: 10 July 2004
Posts: 142
15 May 2005 19:32 (UK time)

Can anyone list what features Meteor 2 will have? It will make the anticipation grow even more and i just wanted to know. :D

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mike323
Joined: 23 January 2005
Posts: 745
15 May 2005 20:05 (UK time)

Well, a breif list of features is <a href=http://www.jbgames.com/games/meteor2/>here</a>, but otherwise it's pretty similar to M1, like the editors are mostly the same with a few handy changes such as the items definition file is now an editor.

You haven't said if you have played M1 or 2 so I don't know as to what extent of the features you are asking

edit
This should be in availability...

Edited: 15 May 2005 20:05


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Assain

Joined: 02 November 2003
Posts: 979
15 May 2005 21:39 (UK time)

Visit this website: http://www.gamehippo.com/phpBB2/viewtopic.php?p=179905#179905


Its just a generic post I made announcing M2 to gamehippo.com . The features listed are what i am sure is 100% going to be in the game, some other stuff might be in.

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Armageddon1212

Joined: 10 July 2004
Posts: 142
15 May 2005 22:03 (UK time)

Thanks Assain. Do you know what the sides are going to be about? Because i need to have 3 different sides for my mod. Like they would all attack each other. The beta doesnt work like that so i was wondering waht you meant.

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Assain

Joined: 02 November 2003
Posts: 979
16 May 2005 20:42 (UK time)

The beta does, you just have to identify which sides like each other and whatnot in the game.ini file.

So pretty much, you can have 15 sides against 1, and 16 sides against all each-other.



I also probilby left out a few major "entrances" that are going to be in M2 in that post, so dont think that that is all thats going to be in M2 :)

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Armageddon1212

Joined: 10 July 2004
Posts: 142
17 May 2005 03:06 (UK time)

Your 16 vs all gave me a good idea for a deathmatch simulation

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Dave Man

Joined: 19 October 2003
Posts: 374
17 May 2005 13:29 (UK time)

Is there any way to get a side to be your allie unitl you attack it, or a way to switch a players side during the game itself?

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mike323
Joined: 23 January 2005
Posts: 745
17 May 2005 20:16 (UK time)

I quote the documentation:


void SC_SetObjectSide(int ObjectId,int value);

Sets the side number of an individual object. ObjectId is the id of the object to change, value is the side value to set. See base\game.ini for a list of side numbers, these are generally as follows:

0 = Neutral
1 = Allies
2 = Enemy
3 = GNV
4 = ROD

Example
SC_SetObjectSide(1,2); changes the side of object 1 to Allies

In your case, you'd probably want to code something like this:

void (whatever trigger you want)
{
SC_SetObjectSide(SC_GetPlayerObjectId(), (what side you want);
}

Edited: 17 May 2005 20:17


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James Bunting
Joined: 17 September 2003
Posts: 1308
18 May 2005 20:57 (UK time)

Setting object side ids only changes the side of individual objects.

You should go a step further and change the allegiance of the sides (affecting all objects) using:

void SC_SetSideId(int SideNumber, int SideId);

<a href="http://www.jbgames.com/games/meteor2/docs/ScriptCommandsList.htm#Misc_Functions" target="_blank">Its under Misc Functions</a>.

Basically ROD and Enemy do not attach each other beause their sides have the same "SideId". If you change to Rod "SideId" to say 100 then it will become a 3 way struggle.

There is an example of this, see base\maps\examples\rod.map

James

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mike323
Joined: 23 January 2005
Posts: 745
19 May 2005 00:52 (UK time)

Cool, I didn't know setsideId existed...I gotta look more carefully through the script list

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Was this really FBI?
(no longer an active user)


Joined: 22 June 2004
Posts: 207
20 May 2005 18:27 (UK time)

Oooh!
This script language!
Rotate_Error_file360script.exe and all that stuff!
It's to hard to me to understand, lol! :-P

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