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Flammable Maniac

Joined: 30 June 2004
Posts: 209
01 July 2004 10:39 (UK time)

How does that work? Does the troops arrive in a chinook, or does they simple appear out of nowhere?

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James Bunting
Joined: 17 September 2003
Posts: 1308
01 July 2004 10:56 (UK time)

Well there are a number of ways of doing this.

Method 1) Place units, hide them and them show then using triggers.

Method 2) Call in a chopper full and the units will be added to the map.

I suspect that the trigger syntax would look like...

// create "MyChinook" with start and end coords
CreateChinook "MyChinook", -100, -100, 200, 200

// add 8 troopers to the chinook
AddToChinook "MyChinook" "enemy/Gnv_ShotgunTrooper", 8

// Start flight
CallInChinook "MyChinook"

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Assain

Joined: 02 November 2003
Posts: 979
01 July 2004 15:38 (UK time)

Does this mean the editor in M2 will have a script editor for all objects? You know, like in other games a script editor was a empty txt file (pretty much) and you would just add code to the script and it would tell the object to do advanced commands.

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James Bunting
Joined: 17 September 2003
Posts: 1308
01 July 2004 16:05 (UK time)

Yes thats pretty much it. I am not sure there will be a central script (one text file per map) from where you call subs/functions or if code actually goes in the triggers directly.

There is a good argument for the first option as code can be shared.

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Flammable Maniac

Joined: 30 June 2004
Posts: 209
01 July 2004 16:32 (UK time)

Sounds a little more complex than M1... I hope its not going to be nearly textbased in the editor :(

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James Bunting
Joined: 17 September 2003
Posts: 1308
02 July 2004 23:51 (UK time)

Don't worry the M1 stuff is still there, the script stuff is extra and its simple to use.

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Flammable Maniac

Joined: 30 June 2004
Posts: 209
03 July 2004 15:21 (UK time)

Phew!

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Erlend
(no longer an active user)



Joined: 09 July 2004
Posts: 9
09 July 2004 17:30 (UK time)

Phew!

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James Bunting
Joined: 17 September 2003
Posts: 1308
09 July 2004 19:43 (UK time)

Phew!

Lets clear this up...

By default you can just plop roaming objects/units on the map just like in M1, they will behave in pretty much the same way.

If you like you can move on too add waypoint tracks and use scripts to make objects interact with them and stuff. This sort of thing would apply to special units (when you want much finer control), most units would be plopped on as described above.

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40oz
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Joined: 03 January 2004
Posts: 1799
21 July 2004 02:31 (UK time)

You know what would be sweet? if you had like an option to call in reinforcements, and you only get like 3-5 chances. Like if your in a situation where your going to need help to handle, call in an ambush and a chinook drops off a load of men to help you out, then you would lose a chance. Now that, I could get used to. Not to mention, it will probably encourage some of my friends to download meteor.
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Edited: 21 July 2004 02:32


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Flammable Maniac

Joined: 30 June 2004
Posts: 209
21 July 2004 18:43 (UK time)

But the troops shouldnt follow you, they should either stay there, then get picked up by the chinook again, or simply disappear.

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40oz
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Joined: 03 January 2004
Posts: 1799
21 July 2004 21:14 (UK time)

why would you want them to get picked up again or just dissapear?
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Flammable Maniac

Joined: 30 June 2004
Posts: 209
22 July 2004 22:55 (UK time)

Cause if they follow you, you could just call in all reinforcements at the start of the level, then make them follow you, or if you cant make em follow, then just have it as a very armed base for cover. (Which would make the game too easy either way).

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me_mantis

Joined: 26 September 2003
Posts: 1152
06 August 2004 23:58 (UK time)

The only problem with having them in the start of the level, is that they would die bedore you would really need them.

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40oz
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Joined: 03 January 2004
Posts: 1799
07 August 2004 06:15 (UK time)

Hmm... Good point, didnt think about that. But how about you can only have an ambush like ever 5 or 10 minutes? rather than chances? But then again you could just stand in the beginning and wait for an hour. But if your as impatient as me, just get in the freekin game!
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Flammable Maniac

Joined: 30 June 2004
Posts: 209
10 August 2004 14:45 (UK time)

then just make it so, that the way you get reinforcements, is by dropping flares, which can be found on the map. You can keep the flares to the next level, which also adds some tactics to the game.

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Agent Nightfire

Joined: 21 August 2004
Posts: 223
22 August 2004 00:51 (UK time)

Reinforcements are cheap so you need to have a limit on how many times you get to use them in a level.

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Agent Nightfire

Joined: 21 August 2004
Posts: 223
22 August 2004 00:52 (UK time)

The idea is cool though.

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Armageddon1212

Joined: 10 July 2004
Posts: 142
02 January 2005 16:46 (UK time)

You should only have 5 in easy and 4 in normal and 2 in hard and you only had those for the whole game.

They would fallow you so you would have a squad of 10 guys

i dont think that would be too easy. if your in a level you cant beat you just call in reinforcements to help.


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Assain

Joined: 02 November 2003
Posts: 979
02 January 2005 23:38 (UK time)

Ya, it wouldnt be like they all had TSX Spreaders eaither... lol (BLAM!). Im thinking that the reinforcements would have generic pistols or uzis/machineguns

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40oz
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Joined: 03 January 2004
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04 January 2005 22:55 (UK time)

Oh god I could just imagine troops with spreader cannons. Killing you more than helping you, and vaporizing themselves in the process
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Assain

Joined: 02 November 2003
Posts: 979
05 January 2005 00:15 (UK time)

I could make a terrorism friend "invasion" map like that one day :D. Heres the senerio: "What do ja mean this do not look like amerikanish uzi?? It looke just-a like-a one!" "Well... ok whatever... they look alittle like Spreaders to me.... oh well!"

You can just go on from there :)

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40oz
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Joined: 03 January 2004
Posts: 1799
05 January 2005 03:07 (UK time)

LOL
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