Suggestions to make CTF possible

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Doomguy0505
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Suggestions to make CTF possible

Post by Doomguy0505 »

Some multiplayer functions:

AddGlobalVar("variablename") - Add a variable that is changed to all players in the multiplayer

SetGlobalVar("variablename", "value") - Set a global variable's value

GetGlobalVar("variablename") - Get a global variable's value

AddLocalVar("variablename") - Add a variable that only applies to this player

SetLocalVar("variablename") - Set a variable that only applies to this player

GetLocalVar("variablename", "playernum") - Get a local variable from the player with the player number

GlobalAttention() - Get the attention to activate a script in the acs with a return function called PlayerID()
eg.
script 1 globalattn

Also a choice function:
eg.

int TEAM_NUM[5] = {0, 1, 2, 3, 4};
str TEAM_NAME[5] = {"Red", "Blue", "Green", "Red", "Gold"};
int TEAM_COLOUR[5] = {CR_RED, CR_BLUE, CR_GREEN, CR_RED, CR_GOLD};
result = Choice(TEAM_NUM, TEAM_NAME, TEAM_COLOUR, "Choose your team");

Choice(int choiceval, str choiceappearance, int choicecolour, str choicetitle):

ChoiceVal - The values of the choices (like an enum)
ChoiceAppearand - The text that you see in the selection
ChoiceColour - The colour of the choice
ChoiceTitle - The title of the choice (eg. Choose your team)

Idea:

Code: Select all

#include "zcommon.acs"
script 1 enter
{
}
script 999 enter
{
int team;
int TEAM_NUM[5] = {0, 1, 2, 3, 4};
str TEAM_NAME[5] = {"Red", "Blue", "Green", "Red", "Gold"};
int TEAM_COLOUR[5] = {CR_RED, CR_BLUE, CR_GREEN, CR_RED, CR_GOLD};
team = Choice(TEAM_NUM, TEAM_NAME, TEAM_COLOUR, "Choose your team:");
AddLocalVar("Team");
SetLocalVar("Team", team);
AddLocalVar("HasFlag");
SetLocalVar("HasFlag", false);
}
...
This post does not make sense but I hope you get the point/picture
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Risen
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Post by Risen »

No need to add this. ACS is already capable of all of this (with some effort).
skadoomer
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Post by skadoomer »

not to be a dick, but isn't this more skulltag department than zdoom?
killingblair
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Post by killingblair »

[offtopic]After looking in some old ZDoom source, I saw that there was to be CTF support in ZDoom... I wonder why it was never carried out. :?[/offtopic]
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TheDarkArchon
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Post by TheDarkArchon »

Easy. ZDoom is geared towards single player action. It's daughters (ZDaemon and Skulltag) handle maultiplayer.
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Doomguy0505
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Post by Doomguy0505 »

what fun is ctf without decorate weapons?
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DoomRater
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Post by DoomRater »

What fun is CTF period? I want a Defend the Champion style map, where the goal is to kill the opposing team's "Champion" monster.
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HobbsTiger1
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Post by HobbsTiger1 »

Sigh. After deathmatch and coop, capture the flag has to be the oldest multiplayer game mode in existance. Because frankly, after a while, it gets a little old mindlessly slaughtering your opponents over and over for no reason. So you grab a flag and take it to your base. Actually its and other teamplay games are pretty fun. During my HL days TFC was probably my favorite mod.
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DoomRater
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Post by DoomRater »

The fact that it's a staple means that I want something a bit beyond it. King of the Hill just plain sucks ass in most if not all of its implementations... so I would figure that maybe a game about killing some sort of goal object would be better. I saw UT 2k4 implement a base you physically attacked. Well why not give the 'base' a chance to defend itself by making it a monster instead? Or better yet, have it inherit from the Hexen character bosses.
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Cutmanmike
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Post by Cutmanmike »

I think CTF is pointless with the current netcode. Without ingame joining it isn't really any good.
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Shadelight
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Post by Shadelight »

I still think CTF is fun.....
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Phobus
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Post by Phobus »

CTF is kinda fun in MC2, but then again, there's power ups and the novelty of doing it in a car.

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