Dual Game-type Spawn Sphere Graphing -- Help!
So if I have a map that's CTF and CnH and have different spawn spheres only to be used during specific game-types, how would I go about graphing those spheres? I add them both and set one to CTF and the other to CnH, and perhaps one more for DM and/or Hunters...is there anything that could go wrong with adding them all at once in one game-type session such as editing in CTF mode or "None" mode, and then graphing the spheres all at once? Because it doesn't seem to be working. And it wouldn't make sense to graph different spheres in different game-types corresponding to the game-type of that sphere.
So my question: Is what I described above, the adding them all at once and graphing them all under one game-type such as None (even though they're individually set per game-type), a correct way of doing it?
Thanks,
rJay
So my question: Is what I described above, the adding them all at once and graphing them all under one game-type such as None (even though they're individually set per game-type), a correct way of doing it?
Thanks,
rJay
Comments
Such code would look like this (at the bottom of the mission file):
Though as stated, the engine may (probably won't) not treat this correctly and I am unaware of any proper method of going about it.
You can append that to any object at all, even having different sky blocks load per mission type. Ever wonder how in Riverdance for example, when you play Deathmatch, the turrets are not there? There ya go.
So my question was, how did the original dev team get maps like Gorgon to work? Did they graph all the spheres at once despite them being assigned to different gametypes?
Is pulled directly out of Riverdance for a turret object. It's probably a space delineated list, as well.
Remember that when you build the graph, if you've put a lot of random junk in the map and it gives you trouble, you'll want to create a copy of the mission file, strip out everything unnecessary (i.e. almost everything other than the terrain and interiors/static objects your spawn points intersect with), and build it from the command line.
By the way, using Thyth's approach, you don't actually need to distribute multiple vl2 files; this is an archive that can contain all of your maps in one pack. Rather, your vl2 file structure would contain something like:
missions/MissionNameHereCTF.mis
missions/MissionNameHereBounty.mis
terrains/MissionNameHere.ter
terrains/MissionNameHereCTF.nav
terrains/MissionNameHereCTF.spn
terrains/MissionNameHereBounty.nav
terrains/MissionNameHereBounty.spn
On the face of it, this might seem over the top, but arguably it could help you organize and allow a bit more clarity in your design process without needing to do much scripting or assigning special missiontype lists to each object. Having a different mission file (which could be based on a shared standard between gametypes) would simply allow you to customize each mission type individually without potentially causing conflicts between them. If all you need to differentiate are the spawnspheres, it's probably unnecessary, but it could be a useful approach if you wanted to change out a lot of assets for whatever reason.