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AbandonedCashew

Modding
Progress with Invasion

77 posts in this topic

Okay everyone, I have successfully made the second and third phase merged with the first, which means fully functional gameplay. I have one more challenge to overtake:

On the second round of gameplay, each team switches loadout palettes, but the first phase human palette(traitset) seems to have carried over to every Elite defender as well as their loadouts did not change, but stayed at the phase where they were. Any ideas anyone on why players switch traitsets and loadouts after first round?

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Did you get navpoint blinking to work when an objective is under attack?

Some navpoints such as megalo koth blink on their own, and most of the dom ones blink as well. I believe object set blip makes some blink as well.

Edited by AbandonedCashew
Gabotron ES likes this

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Some navpoints such as megalo koth blink on their own, and most of the dom ones blink as well. I believe object set blip makes some blink as well.

The day I get these goddamn navpoints to blink...

 

Anyway, did you find sounds for when alpha or bravo are being attacked. I got a few incidents which combined would work pretty well.

 

You could also replace invisible_cube_of_alarming with an invisible blam_device object, it produces a similar sounding sound.

Edited by Gabotron ES
AbandonedCashew likes this

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The day I get these goddamn navpoints to blink...

 

Anyway, did you find sounds for when alpha or bravo are being attacked. I got a few incidents which combined would work pretty well.

 

You could also replace invisible_cube_of_alarming with an invisible blam_device object, it produces a similar sounding sound.

I took you up and used the sound from blam_device (thank you for that), what other sound did you think would be good?

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Okay Dokay!

Everything is functional at this point aside from inv_vehicle (still workin on it), and this gametype is very well resembling the original. I am very happy with how everything looks and am almost ready for beta testing.

TAxxOUTBR3AKxx likes this

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I'd love to test that beauty someday, as for the attacking sounds you can use a combination of: 

dom_contested_alpha AND dom_alpha_alert_ff for auditory and visual clues.

 

Also, I dunno much about how ordnance actions work but inv_vehicle would use them, it'd look really cool.

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Yes I am using both of those for alpha, bravo, and charlie. I am using blam_device for the capturing sound for all three as well as a ton of other good stuff.

Edited by AbandonedCashew

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Yes I am using both of those for alpha, bravo, and charlie. I am using blam_device for the capturing sound for all three as well as a ton of other good stuff.

sound\ca\ca_mp_goal_obj_skullball_beep sounds good too and the tick variant is good too if you use them each tick during a second or less. That's the only sounds I got to work.

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I would definitely like to join in on a test session when it's ready... this might even give me some motivation to start forging again.

AbandonedCashew likes this

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I'm motivated to get this gametype out there as soon as possible. The only thing keeping me is this damn inv_vehicle. Otherwise I just need some objective carrier traits and maybe another widget somewhere.

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Did you think about adding additional labels to Invasion, ivasion maps usually have a theme or aesthetic to them, like they're some kind of mission on their own. Adding labels like inv_hide, inv_scale or inv_gadgets to create explosions or the blue rays you see on Extraction would greatly benefit your gametype Cashew.

Edited by Gabotron ES
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I do have an inv_navpoint label for the user to display important areas of their map using any icon. I wont be adding in things like scale or attach (too mainstream), but I will take your suggestion and implement some original fun labels to make use of more exciting aesthetic things that can be done (:

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Did you think about adding additional labels to Invasion, ivasion maps usually have a theme or aesthetic to them, like they're some kind of mission on their own. Adding labels like inv_hide, inv_scale or inv_gadgets to create explosions or the blue rays you see on Extraction would greatly benefit your gametype Cashew.

If you're short on labels I'd recommend just using inv_decoration and using the UserData to specify what to spawn (1 - flag, 2 - explosions, etc). That's what I did with the old and new (but unfinished) versions of Machinima.

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As for Invasion maps, there's actually lots of them. I played on most of the maps bellow, my favorites being: Bravo Site, Meteora and floodgate.

 

 

I may even try to get Floodgate done.

Edited by Gabotron ES

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I'm conflicted... I want people to think of this as official as possible.. I know inv_hide can be useful but is it just going to waste space and make it really look modded? Ill see.

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I'm conflicted... I want people to think of this as official as possible.. I know inv_hide can be useful but is it just going to waste space and make it really look modded? Ill see.

 

I got it. I know what you could do. 

 

Have the label called Inv_Del for legit but have it for 2 functions, User Data 0 will be for deleting objects only in invasion game-type and have a secret one where same label, but User Data 1 will make things be hidden instead of deleting. Thus making it secret only some will know and yet it will still look official. 

 

Hope this helps.

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New labels:

inv_bridge

Delays the 'spawning' of any object until it's phase.

 

It was actually very easy... All I did was on round start I created an invisible area on each labelled object and attached them to their areas. Then when the time was right, I detached them and it all works ^^

 

inv_del

UserData 0 deletes object

UserData 1 hides object

Edited by AbandonedCashew

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are you going to have vehicle bays that spawn vehicles once the phase/base is captured?

 

maybe even have switches to do it too?

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In previous posts I stated my progress on the inv_vehicle label and got it working a couple days ago. Yes it 'spawns' vehicles when their phase comes. I wont be adding in switches because they are useless for this gametype, but I am adding an inv_upgrade label for dom objects.

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