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Old 02-23-2005, 05:29 PM   #1 (permalink)
CannisRabidus
Senior Member
 
Join Date: Dec 2002
Location: USA
Posts: 756
Default Assault Maps to be re-released. Read if your mod uses them.

A majority of the Assault maps include a bug where Prism Tower networks will do absolute damage, meaing that only 2 networked Prism Towers will destroy anything in a single shot. (This bug can occur in any map or in any modified game mode override file, and is not limited to the Assault maps).

I have decided to make the necessary revisions to correct these maps, and will be re-releasing the mappacks. Of course for users to be able to play online, everyone will have to download the new versions to avoid mismatch errors. The date of the re-release has not been set yet.

The re-release is also an opportunity to add new functionality or make other changes to the maps, especially in the area of adding/modifying the map trigger code. Modders who have supported the mappacks with their mods are welcomed to offer their ideas.

Naturally, any changes to the maps should not break existing support for them. Mods that currently use the Assault maps should not need to be updated to be able to use the newer versions of the maps.

Some discussion on this has already been taking place at the C-GEN forums. If you have input, posting there is good since it would continue the existing discussion. Posting here is OK too, but it is clumsy to carry on the same discussion in 2 places.

These are the changes developed so far.
Quote:
1. All the startup stuff happens 4 seconds earlier. That means the flags get given to players at game start +1 second rather than +5 seconds. I don't think this will cause problems.

2. The flags flash for 10 seconds rather than 7.

3. Neutral flags are left on the map rather than being 'cleaned up' in the beginning of the game. This gives the modder an opportunity to add deathweapons or destroy animations to the CAFLAG building, without being concerned that the effects would also be played when during the 'cleanup' process. If such a neutral flag is captured by an engineer, that neutral flag (and only that flag) will be immediately destroyed, to prevent confusing the player by allowing him to own 2 or more flags.

4. When the flags are given to players, there is an opportunity to play a custom EVA announcement, as well as a custom sound. Modders can choose to play either sound, both, or neither.

5. When any flag is destroyed, a radar event (the spinning box on the radar screen) is generated at the location of that flag.

6. When any flag is destroyed, there is an opportunity to play a custom EVA announcement, as well as a custom sound. Modders can choose to play either sound, both, or neither. (the EVA 'critical structure lost' announcement will no longer be played. For mods that are not updated to take advantage of the changes, this means all the player will hear is 'player defeated'.)

7. Fixed incredibly rare bug where a unit created at the same time as the flag is destroyed could escape being killed. Also fixed very rare bug concerning AnimToInfantry= routines where the player could end up with mutated infantry under his control after his flag was destroyed (the flag destroyed just after a mutating weapon was fired but before the animation was done playing).
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