Player score

Player score

Re: Player score Posted by Koa on Fri Mar 12th 2004 at 9:31pm
Koa
27 posts
Posted 2004-03-12 9:31pm
Koa
member
27 posts 3 snarkmarks Registered: Feb 24th 2004
Im still working on this conc map for tfc.
I got an idea to award points for successful jumps.
Anyone have any ideas?
I dont want to get into the whole thing of two teams, so im looking for a way to award points to an individual players score. They are all one the same team, but would be competing against each other.
Is there a way to do this when a player simply passes through a brush? Or would they have to carry around a goal so they cant just repeat the same jump and run up their score?
Re: Player score Posted by Crono on Fri Mar 12th 2004 at 9:43pm
Crono
6628 posts
Posted 2004-03-12 9:43pm
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
How about trigger targeting a player score +(insert number added here) sort of set up?

Because they'd get the point if they even make it to that spot, right?
So, they could just pass through a tile on the ground which is a trigger, I forget the trigger type, sorry, same one for a door, and it would trigger the point entity, I really don't remember the name, but its there.
Re: Player score Posted by fishy on Fri Mar 12th 2004 at 10:01pm
fishy
2623 posts
Posted 2004-03-12 10:01pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
use an i_t_g as the brush entity to award points. its like the brush version of an info_tfgoal.

maybe another way of doing this would be to give players a set amount of points when they start(say 1337). put an i_t_g below every tele_destination. make the i_t_g deduct 1 point. then when someone misses a jump and gets tele'd back to try again, they fall through the i_t_g, losing a point.

now try and finish the map with all your 1337 points. :smile:
Re: Player score Posted by wil5on on Sat Mar 13th 2004 at 6:31am
wil5on
1733 posts
Posted 2004-03-13 6:31am
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
1337, hehe! OMG, new emoticon!

:aaatrigger: :aaatrigger: :aaatrigger: <-i_t_g

<P :frown: :cry: - ono, i fell through the i_t_g, no 1337ness for me
Re: Player score Posted by Koa on Sat Mar 13th 2004 at 3:59pm
Koa
27 posts
Posted 2004-03-13 3:59pm
Koa
member
27 posts 3 snarkmarks Registered: Feb 24th 2004
Thanks for the info and idea's guys. Much appreciated.

That leet idea has me really laughing....thats such a great idea :smile:

I think im going to go with that !

EDIT .... I went to try that out...
How would i start a player with the points? And what is the parameter set in the i_t_g that adds/subracts points? I see "score to AP team" and "add/subtract frags" but not just score to a player.
Re: Player score Posted by fishy on Sat Mar 13th 2004 at 10:28pm
fishy
2623 posts
Posted 2004-03-13 10:28pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
the only properties you really need to set are

add/subtract frags -1 (to take a point off, )

stays active 0.1

you could maybe give the players a ball when they start, that gives out the frags. or drop them through an i_t_g (thats protected by trigger_pushes or something. to stop people getting it twice)
Re: Player score Posted by Koa on Tue Mar 16th 2004 at 3:39am
Koa
27 posts
Posted 2004-03-16 3:39am
Koa
member
27 posts 3 snarkmarks Registered: Feb 24th 2004
Hey, ive been pulling my hair out over this...
I just created a little box room to play with this and...

I created that i_t_g and set it to add +1337 frags, but when you fall from the team spawn and pass through it, it gives you some other number like 1883.
If i completly remove the i_t_g, you get no frags when spawning.(obviously)

I also made another i_t_g at the teleport destination, to subtract frags, I entered -10. It completly fails to remove frags. Even from that undesired number of 1883 or whatever.

Ive been trying this for two days, and i really didnt want to bother everyone with it again, but is there something I'm missing?
Re: Player score Posted by JFry on Tue Mar 16th 2004 at 8:48am
JFry
369 posts
Posted 2004-03-16 8:48am
JFry
member
369 posts 82 snarkmarks Registered: Mar 9th 2004 Occupation: Scumbag Location: USA
I'm sorry but what does i_t_g stand for? I'm guessing an entity but I can't figure out which one.
Re: Player score Posted by fishy on Tue Mar 16th 2004 at 10:52am
fishy
2623 posts
Posted 2004-03-16 10:52am
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
it's a tfc entity

full name = i_t_g
Re: Player score Posted by fishy on Tue Mar 16th 2004 at 11:47am
fishy
2623 posts
Posted 2004-03-16 11:47am
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
Koa, if you want to dl a small testbox that i made, and rip the entites from it, your more than welcome.

it's a set of 16 balls (you only see one at a time) that can be picked up at the start. they award the points.

i put the i_t_g to remove the points just a few units above the trigger_tele, so the points get removed b4 the player gets sent back to try again.

you can get a zip file with the rmf and bsp here
Re: Player score Posted by Koa on Tue Mar 16th 2004 at 6:06pm
Koa
27 posts
Posted 2004-03-16 6:06pm
Koa
member
27 posts 3 snarkmarks Registered: Feb 24th 2004
Hey Fishy,

I got that file, and I'll see what i can do with it.

I also wanted to mention that, a friend of mine and I have a conc server, and last night after reading your profile, i realized we had all your maps on it. (500 mb's of conc maps, as a matter of fact)
I tried fishyconc3 and fishyconc3_r for the first time last night, and I must say, that it is absolutly great. There was a difinitive evelotion of your skills over your earlier maps. I always thought a concmap geared more like single player map would be fantastic. Fishyconc3 is not your average boxy out-of-scale/conc-map with 3 texturues and no environmental feel.
You really created an environment in those maps, and its just loaded with lots of good stuff. Sounds, trains, lighting, etc. I liked so much about it, Id have to write a full review to explain it all. Its HUGE too, and im sure it rivals or exeeds some of the single player half-life levels.
(holy compile time :smile: )
Its also fun, and challenging.

The only negative thing I could say about them, is that, at times it was a little confusing about where you needed to go. Possibly some custom texures of hammer 3d textured view on the walls could help that. (have you seen this? I wish i could remember the map i saw it in, but its easy to do)

All in all, awesome, awesome conc map man.
I feel inspired by that.
Your doing it different than most.
Keep it up man.

Going to see what i can do with that file, thanks again.
Re: Player score Posted by fishy on Tue Mar 16th 2004 at 6:37pm
fishy
2623 posts
Posted 2004-03-16 6:37pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
wow, thanks for the kind words Koa. it's not often anything like that is said about a concmap here at the Snarkpit. :biggrin:

btw, the only difference between fishy3 and fishy3_r, is a small bug fix to stop it crashing on linux servers.

and it lags like hell on older comps too. :sad: