[Coding] Fixing C&C (or maybe a new gamemode)

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Water_Is_Poison18
Posts: 86
Joined: 2007-08-05 15:27

[Coding] Fixing C&C (or maybe a new gamemode)

Post by Water_Is_Poison18 »

Hey guys,

After some discussion and reading comments about C&C I've decided that I'm going to try my best at fixing it (or creating a better alternative). AAS is great and all, but I feel that C&C is the future of PR. The mode embodies the more teamwork oriented play the mod strives for and will be the final push (IMHO) away from vBF2. Of the couple times I've played C&C it's either been hit or miss. So, because I'm quite adept at coding, I figure I would try to throw my hat in the mix and see if I could do some work on it. Here is a list of possible changes I was thinking of making. Hopefully you guys can let me know if any of these are impossible, although I think most if not all are well within the realm of feasible.

Main Goal of the Gamemode:

To represent the advancement and control of land between two conventional forces. Instead of predetermined flags, control of area will be represented by Forward Outposts with a several hundred meter radius around them. The longer a team can maintain their area of control, the more likely they are to secure it for reinforcements.

What stays the same:
  • Teams are required to build Forward Outposts around the map.
  • These outposts can be built in any location in the map.
  • No flags.
What will be different:
  • The main base will no longer be able to be capped. It will only be there to represent a reinforcement zone and team headquarters.
  • Each Forward Outpost will contribute to a bleed on the opposite team.
  • If an enemy outpost is within the radius of a friendly outpost, neither of them will contribute to the bleed.
  • Outposts must be build a certain distance away from the main base to contribute to the bleed.
  • The speed of the bleed is dependent upon the ratio of friendly outposts to enemy outposts. (4 to 4 will produce no bleed, 4 to 3 will be a slow bleed, 4 to 0 will be a wicked fast bleed)
So, there you have it. Seems fairly simple and from I've read from the python references, certainly possible. I'm a pretty experienced programmer but I'm new to the BF2 engine so any help would be much appreciated. Don't be afraid to tell me it's a stupid idea either. :p
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DeltaFart
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Joined: 2008-02-12 20:36

Re: [Coding] Fixing C&C (or maybe a new gamemode)

Post by DeltaFart »

Well if you're wiling to code I'm alright with you doing it
dbzao
Retired PR Developer
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Re: [Coding] Fixing C&C (or maybe a new gamemode)

Post by dbzao »

Sorry (or not) to tell you this, but all these changes are planned for v0.85 ;)

Maybe not the bleed exactly how you defined, but something like if you have 4 FOs and the enemy have none, then you get a normal bleed.
Water_Is_Poison18
Posts: 86
Joined: 2007-08-05 15:27

Re: [Coding] Fixing C&C (or maybe a new gamemode)

Post by Water_Is_Poison18 »

[R-DEV]dbzao wrote:Sorry (or not) to tell you this, but all these changes are planned for v0.85 ;)

Maybe not the bleed exactly how you defined, but something like if you have 4 FOs and the enemy have none, then you get a normal bleed.
Oh noes! :( Oh well...
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Outlawz7
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Re: [Coding] Fixing C&C (or maybe a new gamemode)

Post by Outlawz7 »

Will C&C get added to the game mode list, so we can actually play it on LAN..?
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fuzzhead
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Re: [Coding] Fixing C&C (or maybe a new gamemode)

Post by fuzzhead »

The mode embodies the more teamwork oriented play the mod strives for and will be the final push (IMHO) away from vBF2.
Agreed, but it needs some refining. Also there is some more interesting things planned for cnc once we get the basic concept to be playable and players adapt a bit more to this open ended gameplay. Biggest contributing factor for cnc will be maps specifically designed for it.

Will C&C get added to the game mode list, so we can actually play it on LAN..?
yes already in v0.851
SuperTimo
Posts: 2079
Joined: 2007-07-31 09:25

Re: [Coding] Fixing C&C (or maybe a new gamemode)

Post by SuperTimo »

scenario is the way forward for epic realism :D
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Water_Is_Poison18
Posts: 86
Joined: 2007-08-05 15:27

Re: [Coding] Fixing C&C (or maybe a new gamemode)

Post by Water_Is_Poison18 »

Well, I've decided to go back to the drawing board and work on some other gameplay types (maybe I'll try to make an interesting VIP or rescue mode...who knows). I'm also looking into making some changes on the already suggested thread of the Suggestions forum.
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Water_Is_Poison18
Posts: 86
Joined: 2007-08-05 15:27

Re: [Coding] Fixing C&C (or maybe a new gamemode)

Post by Water_Is_Poison18 »

@Jonny I'm not quite sure what you mean, however I appreciate your sentiments. Unfortunately, with finals coming up in the next week I cannot devote much time to development, but I plan to spend my holiday doing plenty of work. ;-)
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Water_Is_Poison18
Posts: 86
Joined: 2007-08-05 15:27

Re: [Coding] Fixing C&C (or maybe a new gamemode)

Post by Water_Is_Poison18 »

DeltaFart wrote:crack open the scenario gametype and see what you can do
I spent the entire day today trying to create a manual gear shift system for the humvees which might be useful for some sort of escort mission. I'm still just trying to understand the engine and how objects and events interact.
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fuzzhead
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Re: [Coding] Fixing C&C (or maybe a new gamemode)

Post by fuzzhead »

yea water, there is ALOT of potential you can do in terms of vehicle coding....

python stuff there is potential as well, but we do have some good expertise in that area (dbzao).
Please remove the flags, they bring it straight back down to vBF2 IMO.
Agreed. the intention of the main flags was not to be the center piece but as a final objective, but it was just a placeholder until we thought of something better. Consider it already done.
Water_Is_Poison18
Posts: 86
Joined: 2007-08-05 15:27

Re: [Coding] Fixing C&C (or maybe a new gamemode)

Post by Water_Is_Poison18 »

DeltaFart wrote:Thought manual stuff was not possible
It's definitely possible to do a simulated high/low gear where you would use the sprint button
to "shift" into a higher gear. Another option may be actually creating a collection of "engine" weapons which would allow several different engines of different torque/speed. I'm not sure of the specifics, but I wouldn't rule it out as a "hardcoded" issue yet (at least to my knowledge).
Last edited by Water_Is_Poison18 on 2008-12-03 22:25, edited 1 time in total.
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dbzao
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Re: [Coding] Fixing C&C (or maybe a new gamemode)

Post by dbzao »

The sprint system is already been used on most wheeled vehicles, but it doesn't work on tank engines for some reason.

The weapons idea could work, but there could be some issues.
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