Author Topic: Weapon spawnpoints  (Read 2896 times)

0 Members and 1 Guest are viewing this topic.

Offline Mr

  • Inactive Soldat Developer
  • Soldier
  • ******
  • Posts: 166
Weapon spawnpoints
« on: April 04, 2011, 01:11:50 pm »
A spawnpoint for any kind of (standard) weapon.
I imagine this being useful for for example knife only maps where one could spawn knives in a team's base or a centered location.
« Last Edit: April 04, 2011, 01:14:04 pm by Mr »

Offline Fryer

  • Camper
  • ***
  • Posts: 261
  • Game dev
Re: Weapon spawnpoints
« Reply #1 on: April 04, 2011, 01:15:14 pm »
I'll think about adding it to the map format if enough people like the idea.
...PC vs Mac is like AK47 vs M4A1...
<DutchFlame`> i once heard running runescape in the background gave you a speedboost
<Mr> yes, it allocates more electrons, so there are more electrons available for Soldat -> they are streched less and it is more fluent

Soldat PolyWorks 1.5.0.13 - AimMode - Aim practise gamemode script - Fryer's SoldatStream Mod

DarkCrusade

  • Guest
Re: Weapon spawnpoints
« Reply #2 on: April 04, 2011, 01:16:45 pm »
You can actually script such stuff already. I have a script lying around which basically is just what you suggest. If you want it, I'll upload it here.

Offline duz

  • Flagrunner
  • ****
  • Posts: 586
  • Old nick: HunterZ
Re: Weapon spawnpoints
« Reply #3 on: April 04, 2011, 01:19:05 pm »
QUAKE *.*
2002-2007 / 2009-2012
HunterZ The Movie I / II / III
Awards

Offline Mr

  • Inactive Soldat Developer
  • Soldier
  • ******
  • Posts: 166
Re: Weapon spawnpoints
« Reply #4 on: April 04, 2011, 01:32:32 pm »
You can actually script such stuff already. I have a script lying around which basically is just what you suggest. If you want it, I'll upload it here.
That would be great.

Offline L[0ne]R

  • Soldat Beta Team
  • Rainbow Warrior
  • ******
  • Posts: 2079
  • need a life. looking for donors.
Re: Weapon spawnpoints
« Reply #5 on: April 04, 2011, 04:33:32 pm »
It'll be great for modding purposes, but I don't think this should be done to vanilla soldat.
What I think should be done is adding something like "custom object spawn point" for which you could either write a script right in the map editor (so that a mapper could script, let's say, a random bonus dispenser somewhere on the map which would work even in single-player) or have the ability to link a server script to any of such spawn points.

Offline archie

  • Major(1)
  • Posts: 9
Re: Weapon spawnpoints
« Reply #6 on: April 04, 2011, 06:58:47 pm »
This would be a great addition overall. F12

Offline scarface09

  • Veteran
  • *****
  • Posts: 1153
  • Arsenal Supporter For Life
Re: Weapon spawnpoints
« Reply #7 on: April 07, 2011, 06:17:46 am »
Yes...sounds like a great idea!!
Football is the other face of the world. If you don't like it, then you can get the hell out!

Offline Hacktank

  • Camper
  • ***
  • Posts: 462
  • Soldat Scripter
    • HTZRPG
Re: Weapon spawnpoints
« Reply #8 on: April 16, 2011, 10:02:04 am »
I would like to see this put in as a standard feature, though i did release a script a long time ago that does just this, and more (in realtime).


Offline darDar

  • Soldat Beta Team
  • Flagrunner
  • ******
  • Posts: 794
    • #Soldat Gather - Community on Discord
Re: Weapon spawnpoints
« Reply #9 on: April 16, 2011, 11:30:54 am »
Soldat Gather 'Matchmaking Community on Discord'

gather.soldat.pl

| My Maps: ctf_Pyramid, ctf_Replay, ctf_Blako, ctf_R6, ctf_Ntex, ctf_Caro, ctf_Bizar & vs_mode mappack |

Offline SoldatFire

  • Soldier
  • **
  • Posts: 224
Re: Weapon spawnpoints
« Reply #10 on: April 16, 2011, 05:54:44 pm »
Great idea... i tough much of it would be great for some maps so you start with one weapon and find other and so on... F12 F12 F12
I'm drunk right now. I feel compelled to go to battle. This lamp in front of me has no chance. Die lamp die. Your light is gone. I have won.

Offline Monsteri

  • Artist
  • Flagrunner
  • ******
  • Posts: 769
  • Strange thing
Re: Weapon spawnpoints
« Reply #11 on: April 17, 2011, 02:54:24 am »
So, would they all the time flood weapons, or would it go like when the weapon disappears, there comes new? That would look certainly silly, the idea needs some honing. But otherwise f12.
Sorry if I'm insolent.

Offline Sipar

  • Major
  • *
  • Posts: 56
    • http://dolinski.cz
Re: Weapon spawnpoints
« Reply #12 on: April 20, 2011, 08:12:03 am »
Set weapons spawn point coords. Set it's frequency. Make it show some cool spawn gfx effect. Profit.

Offline dnmr

  • Camper
  • ***
  • Posts: 315
  • emotionally handicapped
Re: Weapon spawnpoints
« Reply #13 on: May 04, 2011, 09:15:59 am »
this is very possible with scripting, but there are some game design aspects that prevent us from making full use of this. First off, it would have much more potential if we would be able to set ammo limits, and secondly, mark if weapons are allowed to disappear (and change the timer). It would also help if there was a guaranteed way of checking if a player picked up a weapon, and of course which player picked what weapon exactly. Sending an argument with item ID to OnWeaponChange and not destroying the weapon object until the event finishes running should be enough (if the other things are added, ie storing weapon ammo in the weapon object).

Thank you for your time.

Offline Horve

  • Flagrunner
  • ****
  • Posts: 692
  • Vig
Re: Weapon spawnpoints
« Reply #14 on: May 04, 2011, 09:53:15 am »
do it

Offline Fryer

  • Camper
  • ***
  • Posts: 261
  • Game dev
Re: Weapon spawnpoints
« Reply #15 on: May 05, 2011, 04:16:22 pm »
I'll consider adding custom spawn points (or whatever you would like to call them) to the map format after 1.5.1.
The idea then would be to make it possible to use these points for whatever you want in scripting.
...PC vs Mac is like AK47 vs M4A1...
<DutchFlame`> i once heard running runescape in the background gave you a speedboost
<Mr> yes, it allocates more electrons, so there are more electrons available for Soldat -> they are streched less and it is more fluent

Soldat PolyWorks 1.5.0.13 - AimMode - Aim practise gamemode script - Fryer's SoldatStream Mod

Offline Gizd

  • Flagrunner
  • ****
  • Posts: 586
  • (Re)tired
    • Eat-this! community site
Re: Weapon spawnpoints
« Reply #16 on: May 05, 2011, 04:23:30 pm »
Indeed, make a spawnpoint which could have some internal ID assigned so a script would recognize them. Go Go Go!

Offline L[0ne]R

  • Soldat Beta Team
  • Rainbow Warrior
  • ******
  • Posts: 2079
  • need a life. looking for donors.
Re: Weapon spawnpoints
« Reply #17 on: May 05, 2011, 07:53:47 pm »
If there will be actual weapon spawn points - there might need to be an option to turn off gravity for spawned weapons. When weaps are on the ground - it's sometimes hard to tell which weapon it is, or if there even is a weapon. Might as well add that option for kits too.

Overall though I still think weapon spawners are kind of pointless since players can already choose weps at the start. Having weapons spawn on the map is just not Soldat's style. Thats more of a Quake 3: Arena style. :/
« Last Edit: May 05, 2011, 08:01:37 pm by L[0ne]R »

Offline dnmr

  • Camper
  • ***
  • Posts: 315
  • emotionally handicapped
Re: Weapon spawnpoints
« Reply #18 on: May 06, 2011, 02:02:24 pm »
If there will be actual weapon spawn points - there might need to be an option to turn off gravity for spawned weapons. When weaps are on the ground - it's sometimes hard to tell which weapon it is, or if there even is a weapon. Might as well add that option for kits too.

Overall though I still think weapon spawners are kind of pointless since players can already choose weps at the start. Having weapons spawn on the map is just not Soldat's style. Thats more of a Quake 3: Arena style. :/
as i understood it will be mostly for scripted gamemodes. I'm pretty sure if you make a new map with weapon spawns, you will mark them properly and add a transparent polygon or something, so people can see them.