View Full Version : Regarding race netgame flags
Maniac
August 5th, 2009, 11:14 PM
How large is the active area used for race flags? I know how long and wide it is (roughly) but is it the same height? or is it like 40 feet tall? (ive never gone over one in a shee)
Is it possible to alter the size and shape of the race flag?
e: actually if you set the flags to 1,2,2,3 then would a player only need to hit either of the 2nd track flags?
Advancebo
August 6th, 2009, 02:10 AM
I dont know about the height, but couldnt you place a few on top each other and raise the up with the Z value? Then just give them the same ID to go active at the same time.
English Mobster
August 6th, 2009, 11:55 AM
Yeah, multiple instances of the same netgame flag with the same index will require the player to pick up either or.
...I wonder... What happens if you put down 2 of the same CTF flag? Could make for an interesting CTF game...
Donut
August 7th, 2009, 12:11 AM
i have always wanted to do something like that ^
having two allied bases with a bridge to connect them and having to capture both flags. i mean the second part isnt possible but its still an interesting concept
Maniac
August 7th, 2009, 12:15 AM
2 flags would be great on assault.
I was thinking of a race map with alternate routes.
NerveBooger
August 7th, 2009, 03:04 AM
It sounds like you are referring to the activation radius? If so, its 3 world units in a sphere. See the flying race in Tusken Raid - has many different elevations (z value)
If you put 2 netgame flags for race in the same place, one will function the other will not. If you put one above the other, or near, it must be at least .2 world units away, or same thing happens, or - it wont activate (see race game in CMT Fragment)
If you mis-number the netgame flags for race, such as 1,2,2,3 - one will be visible, the other will not be (only one of the number 2 flags would activate), but either can be activated in sequence so long as they are not in the same place.
Hypothermia had 2 sets of race flags, one set numbered 1 and the other 0, the result was the 0 numbered set was visible and worked in sequence, but you could also hit the same sequence invisible flag (#'d as 1) so you can accidentally trip the invisible flag. Both sets worked in the same activation/deactivation order or sequence.
If you fail to specify the sequence (1,2,3,4) the game engine will activate them in the same sequence you placed them in - in sapien.
If you place 2 netgame ctf flags for the same team, 0 = red 1 = blue, then tool will sometimes compile it, but when in game, only one appears, and sometimes 2 will, but will cause exception when both are picked up. You could however, place one flag as a weapon to spawn during ctf, and the other as a netgame ctf flag - and it could make for very interesting, if not confusing game play.
unique idea: place 1 netgame ctf flag per team, and 4 fake "weapon" flags as counterfeit flags - only the real flag can score - could be hilarious on a small map like Chiron or Hangem High.
Maniac
August 7th, 2009, 02:01 PM
So if i set them 1,2,2,3 then they will all be active and after activating either of the #2 flags then it continues on to #3?
If thats the case and only the fact that 1 set will be visible, then i could just make render only scenery to mark the invisible ones, right?
I guess the blue thing that tells you where the next flag is (i forget name) would only show the visible flag route. Is there a way to disable that feature entirely from a map?
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