Introducing Control Point

Control Point is a game type mod I have been working on for a while.
The idea behind this mod,
is to take advantage of the Siege and Defence game play that is part of Tribes 2.
While providing an unflawed game type.
[Edit] Warning this is an alpha version. (Its hacked to geather)

The following may be changed.
In Control Point teams start with 1 base.
A control point is part of a base.
There are 3 bases on a map.
Each base is fully equipped.
Games are won by the team who captures all the CPs (Control Points).
Control points can only be captured after they have been destroyed. NB
Bases convert when their respective control point is taken.

This means no 10min demoralizing base rape.
If teams are stacked, wining will happen fast
and team can be randomised for the next map.
(Automatic team randomisation is not part of this mod atm.)

There are several game type dynamics I want to try out in future versions, they include.
On CP capture; auto CP repair.
On CP capture; auto base repair.
CP capture by standing within a short range of the CP for +-20sec.

I need to play the game on a relatively full server to fine tune the game play
and I can’t host the game on my connection. So if someone is interested in
hosting a server I would appreciate it.

This is a server-side mod (People don’t need to download the mod to play on your server).

Hope you enjoy playing this mod
RedRavid

Comments

  • edited June 2009
    It sounds like an interesting take on CnH/Siege. I'm not sure it's a better concept than my Warfare gametype (which is round-based), but we'll cross that bridge when we get there. I was looking over the ZIP file and there are a few problems I noticed right off the bat:
    • You used Sandstorm as your testbed, and called it Sandstorm2. You should probably take a name more in line with the name of your gametype, like calling the file SandstormCP and just naming the map itself Sandstorm by using the DisplayName property. In addition, it should probably be dedicated to your CP gametype rather than having CnH as an option.
    • The way you have it installed isn't quite right. It should be a VL2 file that can be dropped to a folder rather than a full actual mod directory. It's fine to have it set up like that for your own personal machine, but it definitely needs the VL2 treatment when you want to distribute. This kinda goes hand-in-hand with the next change...
    • You made modifications to staticShape.cs. I'm not exactly sure what those changes were yet, but there is absolutely nothing I can think of that requires you to do this. I remember you asking how to make a damageable flipflop a few days back, and the best way is probably to make a new datablock for it. This definition and any additional functions you need to write can be added directly into cpGame.cs. The datablock should go at the top (after the gametype definition lines), and the functions dealing with the datablock should go into cpGame.cs.
    • The code you run for bot usage doesn't work. aiCnH.cs defines the code only for Capture and Hold bots, and cp.cs doesn't even exist. If you want to add in some AI, look at aiCnH.cs to see how it's done. Remember: the script for every gametype is called at once when the server is created.
    • You reset the team scores from cpGame::resetScore. This function should only be used to reset the personal score of clients, since it's called for every single one. Reset the team scores from cpGame::gameOver. (It'll still run as intended, but it's bad form.)
    • It looks like the game simply ends when a team captures all the points. I'm sure this is intended behavior, but I don't think you intended that the victor should still be determined only by score, since the team that captured all the switches may not be ahead at the end. If one team is dominating the neutral objective, and then the other team makes a sudden push and takes all the switches at once, they would still lose for being behind in score.
    • You don't need to distribute the DSO files.
    You say you want someone to host a full server, but no server admin I can think of would load this in its current form, mostly because of the staticShape.cs issue and the fact that you have to run it from the command line as a mod. In addition, the code seems like it needs a lot of work. It seems to have that "cheap hack job" thing going, since it seems like you made minimal changes to the CnH gametype itself. I'm sorry if I'm being harsh, but this code needs that treatment.



    Even if the gametype ran as intended, I'm not sure if there's a large interest for it.
  • edited June 2009
    First off thank you for the feedback.
    I looked for a mod to fill this gap but couldn’t find one.
    That’s why I started this mod.

    I distributed it as an alpha.
    I didn’t place the files in a vl2 because I needed the staticShape.cs.dso file to take preference over the one in base(hack).
    I will be taking all of your advice in to consideration for my next version.

    Please post a link to your mod on this thread so people can compare the mods.
  • This game type is allot like Battlefields conquest game type.
    Basically you capture and hold bases to win.
    It comes with bot support for all 3 of its maps.
    And is server side.
    This is RC1.
    Installation: copy the Control Point.vl2 into your base folder.
    Use: select the Control Point game type from the drop down menu in the host tab.
    Let me know what you think.
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