MAPINFO 'forceclass'

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Expand view Topic review: MAPINFO 'forceclass'

by TheDarkArchon » Fri Oct 19, 2007 3:48 am

Zippy wrote:You should look forward to the compiling phase. I do. It's great when I have to rebuild the system from scratch at work. I set that sucker compiling and I kick back for the next hour and a half.
That's good only if you're a professional. :P

by Project Shadowcat » Fri Oct 19, 2007 2:45 am

Tapika wrote:Hey, Dark Fox, are you going to release TSAT Doom here?
...

Do I know you? And why are you asking me here in this topic?
(Oh no, my cover is blown! Fans, everywhere! Must run away!!)

by Tapika » Fri Oct 19, 2007 12:41 am

:shock:
That IS long.
Hey, Dark Fox, are you going to release TSAT Doom here?
Zippy, lucky you. Lucky, lucky you.

by Zippy » Thu Oct 18, 2007 2:14 pm

You should look forward to the compiling phase. I do. It's great when I have to rebuild the system from scratch at work. I set that sucker compiling and I kick back for the next hour and a half.

by Project Shadowcat » Thu Oct 18, 2007 1:29 pm

Tapika wrote:Sure, ACS may be flexable, but in the end when you want to do some last minuite changes you don't have to go through hell compiling a really long script. :roll:
Want long? ZDCMP1 has over 1000 lines of ACS script...
and one of the maps in my project has nearly 1000 by myself.
That is what comment lines are for...

by HotWax » Thu Oct 18, 2007 1:15 pm

Tapika wrote:Sure, ACS may be flexable, but in the end when you want to do some last minuite changes you don't have to go through hell compiling a really long script. :roll:
Yes, and you'll never get that 2.4 seconds back, either. :roll:

by Kate » Thu Oct 18, 2007 12:53 pm

Ghastly_dragon wrote:What about about Skulltag's map change votes? That's not a cheat.
I wrote:[...] in this case it'd probably be better to use a "defaultclass" for when one isn't specified instead of forcing it to that value for every map change, as there may be some situations where you don't specifically want to force the player to change classes [...]
Of course if you really look at it, it breaks down in multiplayer because there's no way, script or otherwise, to set a class for a specific player, only for all of them at once. In this I'm assuming doing so through a script only affects the script activator, whereas in mapinfo it affects ALL players. In this case if 'default' is specified it'd be more of a 'soft change' as script class changes would override map classes, whereas the force option would override script changes.

...Actually having it affect all players from the script would make more sense, since the default (soft) change would reset the class anyway since it probably wouldn't be able to tell if a script changed the player to that class 2 maps before...

I'm trying to consider a situation like this:

There are gateways to hell in one map that warp to a hellish second map. The hellish second map specifies that all players are imps, but one wants to set it so that if they crossed the gateway, they would start off as barons. A default class would mean that the script wins and they become barons when they start the next map, but if they didn't go through the gate to end the level and go to the map (for example the map is directly warped to or votemap or whatever), they would start as imps. In contrast, forceclass means they would always start as imps, regardless of whether they crossed the gateway line or not in the last map.

by Ghastly » Thu Oct 18, 2007 12:32 pm

@Kate: What about about Skulltag's map change votes? That's not a cheat.

Both suggestions look to be useful, but I think the MAPINFO option's the best suggestion for forcing a player class for a certain map.

by Nash » Thu Oct 18, 2007 11:18 am

I just started learning QuakeC and ACS is such a joke compared to QuakeC (and even QC is a real joke compared to C++).

by TheDarkArchon » Thu Oct 18, 2007 9:06 am

Tapika wrote:Sure, ACS may be flexable, but in the end when you want to do some last minuite changes you don't have to go through hell compiling a really long script. :roll:
You think ACS is a pain in the ass in that regard? Protip: Don't go into a career that involves programming in a decent language.

by Kate » Thu Oct 18, 2007 8:26 am

Ghastly_dragon wrote:What if someone warps directly to a map from the console?
Well it is a cheat, so of course they would assume their default class, which, as I said before, is useful for testing maps that can be played through with different classes (ala Hexen).

I could see the use for this if you need to specify a class for a situation like -warp to the map from the commandline, but in this case it'd probably be better to use a "defaultclass" for when one isn't specified instead of forcing it to that value for every map change, as there may be some situations where you don't specifically want to force the player to change classes (like using it for a startmap after they just select one).

But I didn't necessarily say no to this, I'm just saying there would already be another way of doing it in some situations, but I don't see a reason not to add it, since it could be used to ensure that the player enters the map as this class, regardless of how they got there (I could imagine something like the shrinker tool and "mini-levels" with a small player, where this would be needed to enforce size constraints so it doesn't try to spawn a full-size playerclass into a small room).

by Ghastly » Thu Oct 18, 2007 7:01 am

SnowKate709 wrote:

Code: Select all

Script 1 (void)
{
    ChangeLevel ("NEWMAP", 0, 0, GameSkill(), "NewClass");
}
What if someone warps directly to a map from the console?

by Cutmanmike » Thu Oct 18, 2007 6:30 am

Tapika wrote:Sure, ACS may be flexable, but in the end when you want to do some last minuite changes you don't have to go through hell compiling a really long script. :roll:
That's where DoomScript will hopefully (eventually) come in... if it does at all.

by Tapika » Thu Oct 18, 2007 1:02 am

Sure, ACS may be flexable, but in the end when you want to do some last minuite changes you don't have to go through hell compiling a really long script. :roll:

by Kate » Wed Oct 17, 2007 2:12 pm

Oh I'm pretty sure if the code for one gets added, then adding the code for the other would be somewhat trivial, since they both pretty much do the same thing.

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