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.
[quote="Ghastly_dragon"]What about about Skulltag's map change votes? That's not a cheat.[/quote][quote="I"][...] 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 [...][/quote]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.