EAS Idea

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{GD}Ghost

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Mar 25, 2001
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Specialist Idea

I was thinking about INF while watching Proof of Life and an idea came to for a different kind of Specialist map and I want to know if this is possible with the tools given to mappers currently.

There would be 3 spawn areas: Team A(ttacker)'s spawn, team D(efender)'s spawn and the specialists spawn. (Naturally, these type of maps would need to be fairly large). The object of this particular style of map would be the following: The Specialist spawns in a building alone, located a fair distance from either team A or team D's spawn area. The Specialist cannot leave the building until either team breaches the building in which he is being held and only through the enterance that was breached (locked doors). However, until the breach, the Specialist can move around within the building and defend himself against the entry of team D's invaders. Team D's objective would be to prevent team A from "rescuing" the Specialist and/or to terminate the specialist. Team A's objective would be to reach the Specialist, rescue him escort him to a designated extraction point.

Perhaps it would be best if team D were not able to enter the Specialist building to prevent Specialist spawn camping should said Specialist be killed and respawn inside the his building.

Could this idea be pulled of with the tools given mappers with 2.9?
 
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[SOB]bAd ChIcKeN

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Feb 6, 2001
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if Raek says no then its no ;), Great Idea btw.. would make for some tense matches.. who nows maybe for 3.0 they could implement that feature, or better yet maybe our Resident Pimp could find a way :)
 

geogob

Koohii o nomimasu ka?
Could be possible i guess if the specialist is in it's own team.
so 3 teams: Attackers, Defenders and Specialist (obviously contaning 1 selected at random).

The Attackers win if the specialist get to the exit point or D win if he dies or does not escape in the given time. I have a difficult time seeing what would be so difficult?

Great idea. This should be a fun Game type... Something like 'Extraction'... but a difficult one. Teamwork would really be emphased here because of the whole game would go around the survival of the specialist.
 

{GD}Ghost

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geogob said:
Great idea. This should be a fun Game type... Something like 'Extraction'... but a difficult one. Teamwork would really be emphased here because of the whole game would go around the survival of the specialist.


....much like.....Specialist?

I was asking for confirmation of Rae's statement because he used the phrase "I don't think..." which does not imply a definate answer. I meant no disrespect.
 
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RaekwoN

Infiltration Level Designer
Aug 5, 1999
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geogob, that'd be the way you'd do it. Or by simply tagging one of the attacker PlayerStarts, but it would need some code behind it.

Sorry Ghost, when I said I don't know, I meant I really don't know, which means it's probably not possible in 2.9's current state. I'll have a chat to Beppo though, could be a cool scenario.
 

geogob

Koohii o nomimasu ka?
Of course it would need some code behind it ;)

Never doupted that a second.

Ghost, the major difference between this is specialist would be A) no CD, B) specialist must be extracted (where in specialist gametype anyone can bring the CD back after the specialist has retrived it... that even if he is dead).

Protecting the specialist would even more important in this case. But it is true that it is very similar to the current gametype.
 

Beppo

Infiltration Lead-Programmer
Jul 29, 1999
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This can be done by a mutator 'easily'. And such a mutator can be embedded within a map too.

So, the mutator would 'simply' check for the specialist and if found would 'move' him to the area he should be at. Marked by anything the mapper wants to use. Maybe a simple pathnode using a specific tag. This way a 'special' playerstart would not affect the standard codes for searching a matching playerstart for others. So, a simply pathnode with a specific tag would be all you need for specifying the spawnlocation of the specialist.
Then a new 'extraction area' subclass would be needed that simply overrides the stuff checking for the CD so that it HAS to be the specialist extracting with it, if you really want to make it this hard.

That's all actually.

So, if someone has a map to use this for or wants me to spit out some codes then contact me directly. Maybe we canset this up within the next week or so if I find the time.

Beppo
 
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Beppo

Infiltration Lead-Programmer
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Just checked the codes - cause I had something in mind reagarding the Specialist forced to be needed for certain things ...

Simply set bSpecialistHasToTouch to True for ControlAreas or ExtractionAreas you use and the Specialist is needed for them to be accomplished. The gametype checks this too already and so if an objective needing the Specialist is still not accomplished at the time the Specialist dies then the mission is no longer accomplishable and the game will end the round.

So, everything is already there except this moved playerstart for the Specialist. Shouldn't be a problem to script this little mutator at all.

Beppo
 

{GD}Ghost

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Sweet!

Unfortunately, I am not a mapper and the mapper I have most direct access too *cough* The One *cough* sounds hesitant to jump into mapping again.

Would any experienced mappers out there, be willing to tackle a project like this?
 

erehwoN

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What would happen with this map in plain EAS? Would the specified specialist spawn be "dead" or would just a regular soldier spawn there? (If it's dead, Raek, I've got an idea for you ;) )
 

NotBillMurray

It's Suntory Time!
Mar 11, 2001
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Yeah, you would want some one sided doors to prevent the escape of the specialist, small windows so he could shoot but not jump out, and some team specific blockers to stop the other team from entering the building and spawn killing the spec. But it sounds quite doable.

Nice idea!
 

Beppo

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erehwoN said:
What would happen with this map in plain EAS? Would the specified specialist spawn be "dead" or would just a regular soldier spawn there? (If it's dead, Raek, I've got an idea for you ;) )

As said, if you use any kind of actor except a playerstart to define the new spawn location for the specialist then nothing will affect standard EAS at all. And the mutator or actor placed within the map can simply check the gametype to only be active if the map is played in Specialist mode.

Would be only a handful of lines of code for this all to work as it should. So really no biggie.
 

Zundfolge

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Dec 13, 1999
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Might also be interesting to "rescue the downed pilot" too ... that would make a lot of sense then for the "pilot" to spawn in a location not with each team (if he was a hostage you'd think the he'd spawn with the defenders).
 

geogob

Koohii o nomimasu ka?
Beppo said:

You're welcome! I have to admit, Beppo, I'm really impressed by your (an the rest of the team of course) work on INF 2.9. I've read some of your post where you explained new engine feature, mutatable features, etc. This all seem so flexible now that it will be childplay to add new gametypes, weapons, etc.

I think that flexibility and modularity (which often come together) are two significant signs of a good programmation and ingineering work. When I have more time (that is soon after my tomorrow's stochastic processes test) I'll try to search for your posts and read them carefully. I'm very interested in what improvement you brought in and how you guys did it.