Gametype idea: Demolition

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Crowze

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I've been thinking of this since a number of people have been interested in having an AT-4, RPG-7 etc.. Basically it's like Specialist, but the specialist's loadout includes one of these weapons. And, of course, at least one of the objectives is to destroy something.

Two questions: would people be interested in playing this, and would people be interested in mapping for this?
 

MP_Lord_Kee

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I play anything when it comes to inf :) Bring it on :)
Demolition might be interesting, especially combined with the specialist only loadout.

//Kee
 

Fat Marrow

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Mm interesting. If you made a special EAS 'destroyable' goal (God knows we probably already have one), you could quite easily adapt existing maps (ideally with a random element -- e.g. attach it to an INFm_RandomKeyMover).

One possibility would be to make the AT-4 etc do an insane amount of damage, and have a regular mover of a tank, etc -- with a sufficiently high damage trigger value -- set off a normal EAS goal when so damaged. That way you need no mutators (other than the AT-4 mutator) for the new game type (i.e. you wouldn't need to make it a new game type per se).

Following on from that, you could adapt the DTAS mutator (in combination with the nosniper mutator ;) ) to do all the necessaries. Maybe spawn the object at the defender spawn for simplicity. Only snag then is you might get a tank on a roof, or something in plain view which can easily be destroyed from a distance. Ok, that particular idea sucks. :)
 

keihaswarrior

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I like this idea, and as FM already said it sounds like it should be possible with EAS. Is there any way to make the RC50 destroy things that other guns cannot? It would be nice to be able to have an EAS destroy goal that you can specify the amount of damage that each weapon in INF does to it. <----- Maybe that should be the mutator. --*A mutie that allows EAS goals to be configured to take different amounts of damage from different weapons.*--
 

Fat Marrow

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I think already the RC50 does more damage than other weapons, so that would work with regular movers or triggers. The snag (or advantage) is that some grenades can do or always do more damage than that. But what did you have in mind that an RC50 could realistically take out?
 

Fat Marrow

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Another thought: use a CD capture goal with an RPG mesh instead of a CD case. When you 'extract' the CD/RPG to a firing location, the round ends with the end camera sequence showing an RPG hitting the target. Nice and easy, and within the EAS framework. You can also pass the RPG around the team, etc.

Edit: and in fact no need to make the round end with the target being destroyed

Edit2: I don't know if you can give the CD/RPG a (high) bulk value as well, in which case you could have a self-appointed 'RPG specialist' who would have to drop his guns to be able to move at a sensible speed. If you put the RPG by the attackers' spawn and turned off the goal alarms for it, that could work out quite sweetly.
 
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Tiffy

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Fat Marrow said:
I think already the RC50 does more damage than other weapons, so that would work with regular movers or triggers. The snag (or advantage) is that some grenades can do or always do more damage than that. But what did you have in mind that an RC50 could realistically take out?
Don't forget penetration. While a grenade in INF usualy does a lot of damage its penetration should be quite low compared to the RC50.


... this is an intreging enough question to actually drive me to look at the code ....
 

Beppo

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If you do not find triggers or whatever that react on specific damagetypes (there are some) then you can simply use a standard trigger with a class proximity setup that simply uses the (ballistic) projectile class of your prefered weapon. So this trigger can only be activated by a specific projectile hitting or damaging it.
This in combination with an EASGoal setup and voilá... :)
 

[SOB]bAd ChIcKeN

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I am all for any variation of this I would love to see the albeit harder version, but the easy way will work too. If anyone wants to PM me I can try and make a nice RPG in Maya. Let me know, and again Great Idea Crowze!
 

Saladin

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how bout a tank moving through a street, 2 spawns for defending team are in tank, the other are right outside tank, for defenders to win they must protect the tank is it slowly goes through a set path by the mapper....or maybe have this randomized through different ways idk....the attacks w/ an AT4 specialist must destroy the tank to win......


or for regular EAS, tank is on defenders team...tank can shoot people....attackers must go through a town thats defended by.... the defenders. and you must take out the tank on your way, objectives are to get to a point where you can shoot down on the tank, kill the tank, and make it out the other side of the town.
 

sir_edmond

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just one question, how many shots do we have with the atv-4, rpg-7 or what ever we are using. i know there one shot weapons but as in reloading the weapon. and may i suggest that if we get one shot with the rocket launcher, that the specilest have a bomb and go up to the objective to blow it up.

steps to set up a bomb object:
select bomb
walk up to object and stay alive
use grab key to plant
so many seconds for setup is complete
get away
and is blown up after 10 secs or is remote denated
 
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Crowze

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Saladin: that *should* be possible.
sir_edmond: that's a detail that can be worked out later on, once we've actually got an AT4/RPG-7 and a gametype to test ;). I'm thinking of perhaps just 2 or 3 shots with the RPG7 - the AT4 could be problematic gameplay-wise if it's only 1 shot.
 

Beppo

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Crowze said:
... the AT4 could be problematic gameplay-wise if it's only 1 shot.

This could be some sort of capture and retrieve goal... instead of giving the player a CD you grab the AT-4 and store it in your loadout. Then you get one shot at the target. If you hit the target (retrieve goal) then the 'CD' was delievered and the goals are accomplished. If not... go get another AT-4. Maybe even allow multiple AT-4s to be grabbed from the 'crate' (similar to multiple CDs in Iraq, only one per player aso).

Should be easy to script once we have the AT-4 back in business. If needed you could make the AT-4 only allow firing on the target and not at anything else to disallow "anti-personal usage".
Hopefully I will get some time on saturday for this...

Beppo
 

DarkBls

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I think everything like this idea of AT4 which make inf mission unique are good !

<hijacking>Humm, Beppo do youhave some free time to code a slug ammo for
the shotgun ? And what about your test to see how much you can put the weapon wlose to the player eye ?</hikacking> :D
 

Beppo

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DarkBls said:
... <hijacking>... And what about your test to see how much you can put the weapon wlose to the player eye ?</hikacking> :D
Check out the AimView mutator and its ini file... 'XFactor' is the value to change. So ie set it up as follows while in-game:
set aimview.aimviewmut fovfactormin 1.0 // this disables the zoom fully
set aimview.aimviewmut xfactor 0.9 // this enables the x-axis shift to a 90% position (play around with this value)

Sorry, I guess I forgot to post this in the AimView thread and readme.txt.