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Post by Terminator on Mar 29, 2009 13:49:03 GMT -5
hence "i will consider it" cause i imagine most variants of this map would have a melon strike in that location key word "most"
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Post by feha on Mar 29, 2009 13:51:16 GMT -5
Would be good if you could use a field to check if a prop with a certain kind of model is there. Hold on a minute, i think that is possible:O. Then you could make it only be a hurt field there if the variant got a melonstrike.
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dark dragon
Full Member
ENEMYS OF THE MELON BEWARE
Posts: 191
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Post by dark dragon on Mar 29, 2009 13:52:02 GMT -5
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Post by feha on Mar 29, 2009 13:56:01 GMT -5
Another idea for the map, is making 4 plates you can enter from the middle, which to be realistic got pillars (not in the way though) down to the lower level. Those plates could be used to make the map 10 players map, 4 players map or ignored for a 6 player map.and then you actually have those 4 corner platforms to:O. Those plates could be used for almost anything the variant maker wants, such as cp or infinit nodes.
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dark dragon
Full Member
ENEMYS OF THE MELON BEWARE
Posts: 191
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Post by dark dragon on Mar 29, 2009 13:58:25 GMT -5
up 2 i just remebmered why i posted that veiw second link on it some ppl will do that to cap if you place a damage triger on the bottem they would just drop in more melons.
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Post by feha on Mar 29, 2009 14:01:47 GMT -5
I think it would be solveable by making the map display text on the screen, saying like "the melonstrike is not possible to capture for the next 10 minutes" and then after 5 it repeats saying 5 minutes, and then it finalyl says "you can now capture the melonstrike".
It is even possible to make lights that is red if the hurt is on, and green when it turns off.
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Post by Terminator on Mar 29, 2009 14:23:20 GMT -5
i'll go right ahead with those 4 platforms, and i'll go and attempt that trigger hurt area
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dark dragon
Full Member
ENEMYS OF THE MELON BEWARE
Posts: 191
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Post by dark dragon on Mar 29, 2009 14:25:51 GMT -5
idea place an area for infanate res nodes or cap points in ther air just an idea
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Post by Terminator on Mar 29, 2009 15:15:16 GMT -5
unfortunately there is no way to detect a the melon strike prop, it would have too be on a timer
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Post by feha on Mar 29, 2009 17:36:44 GMT -5
Are you sure? I have seen maps using detection field for certain props. Oh right dmnit, the props were made in hammer and got names that the fields could refer to them with...
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Post by Terminator on Apr 2, 2009 14:06:53 GMT -5
I'm thinking that i'm going to have to not implement the trigger_hurt around the center point. Its too complex considering that it would have to adapt to each variant. However to prevent flying melons from accessing the point i will implement a strong upward breeze (thx feha )around the platform making it only accessible if the player builds a bridge to the point to cap it or access whatever may be there
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Post by Lap on Apr 2, 2009 14:35:01 GMT -5
I'd have to say you guys are caring way too much about something which may not even exist in a variant. The melon strike can't even reach bases if its in the middle so I just have to conclude that you guys are whiners.
Oh no someone got the melon strike first! You either take it from them or ignore it and just go kill their harvesters. If you get the melon strike message move your harvesters away for 10 seconds. This problem is mostly that you guys are cowards and you don't like leaving your base to do stuff. Typically, one person gets the middle and everyone else just kind of accepts it for the next hour.
You'll be happy to know that outposts can't be built next to uplinks anymore, but this really wasn't the main issue. It's the timidness of players.
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Post by feha on Apr 2, 2009 17:07:16 GMT -5
I do expand way more then other players, but still I rarely care about the melonstrike, This is due to it being so damn useless if you have nrg for real troops (which I have). This also make me not care when people get the melon strike, until ofcource they make it hit my base, which they can on atleast 1 of the variants on island as you have to spawn your own sp on it and I prefer being slightly surrounded in melonwars.
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Post by Terminator on Apr 2, 2009 21:50:52 GMT -5
Actually lap if it was placed in the center it is in range of the starting bases (assuming of course that they start on the arms of the island) and can in fact basicly land right ontop of your base (or at least directly infront of your sp), and the intial blast can easily wipe out any constructed base defences to make way for a coming army. So i believe the location can be one of high stratigic importance. However the way i have it set up makes it only somewhat difficult to access so that if there isn't a melon strike present it isn't very hard to access whatever else may be there (mabye and infinate res node which can be just as valuable). I'm in no way worried about harvesters getting hit by them i'm worried about how much damage it can do to a players base, and i believed it was high enough to make a cause to make it slightly harder to access. Therefore a simple wind and no bridges will do just fine to balance out its stratigic advantages.
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Post by Lap on Apr 2, 2009 22:07:17 GMT -5
and the intial blast can easily wipe out any constructed base defences to make way for a coming army. Melon strikes can only target the world. This means any actual constructed base defense should be above the blast. Only the laziest of ground welded melons will take a lot of damage. If you get hit directly with the strike it does 60 dmg. The damage is reduced the further away you are. Fighters have 75 and many of the base defenses have more then them so I don't think things are going to instantly die unless they are clumped together and already injured. The other aspect of this is that melon strikes are meant to attack static defenses like bases to either end the map, or encourage people to get out and fight. On a related note I may allow the map variant to determine melon strike range and I'd give players an easy way to determine the range visually.
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