For Myth II 1.8, I am considering adding a small number of useful mapmaking features that would really make for some interesting maps. However, since my time is limited, I've gathered together a list of popular requests for map-makers to vote for:
https://spreadsheets.google.com/spreads ... LWNVeHc6MQ
There's also a free-form text area to request features that were not mentioned in the form.
Please vote for only the options you will find most useful. Since I will look into implementing only the top requests, if you vote for every option (for example), it's the same as not voting at all - since all the options will receive the same points.
Please submit the form only once. If you try to spam the form, all your votes will be disqualified.
Map-Making Feature Survey for 1.8
Re: Map-Making Feature Survey for 1.8
hey,
I already entered your survey, but recently I discovered some things I feel are missing from myth:
additions to the ANIM map action:
- ability to animate to a specific frame (instantly) of an animated model.
- ability to move models/animated models (x,y,z) (theres already a pitch/jaw animation so why not?
- 'random initial frame' (its already a checkbox in fears animated model dialog), would be nice if you could control it through script as well...
- recompute mesh LOD (displacement/terrain fixing based on model data/mesh data) through script, (handy when pitch/jaw animating a model), I know theres already a kill/unkill cell option, something like that, only with a recalculation of displacement, and terrain values.
other:
- more than 32 animated models... (i'd really like 33! =))
...Giz
I already entered your survey, but recently I discovered some things I feel are missing from myth:
additions to the ANIM map action:
- ability to animate to a specific frame (instantly) of an animated model.
- ability to move models/animated models (x,y,z) (theres already a pitch/jaw animation so why not?
- 'random initial frame' (its already a checkbox in fears animated model dialog), would be nice if you could control it through script as well...
- recompute mesh LOD (displacement/terrain fixing based on model data/mesh data) through script, (handy when pitch/jaw animating a model), I know theres already a kill/unkill cell option, something like that, only with a recalculation of displacement, and terrain values.
other:
- more than 32 animated models... (i'd really like 33! =))
...Giz
Re: Map-Making Feature Survey for 1.8
Talked to myrd about this..he requested I post something here.
BattleCaps is something Ive been working on off and on for awhile. Caps throw smoke nades and different units parachute down and battle with the other teams ai. Now it works great but there is one major problem. Once the ai become uncontrollable the kills and damage dont count towards the teams total. This makes the end of the games stats confusing to say the least. Now another this is if one of these ai kill an ass target or hunted your team does not get a point. Ive tried a few work arounds but they always come to a dead end and dont fully work as Id like. So basically Im wondering is if its possible to add something to the ctrl.MA or another MA so I could allow uncontrollable to score just as controllable do? Maybe pyro has an idea how to implement this into myth..
BattleCaps is something Ive been working on off and on for awhile. Caps throw smoke nades and different units parachute down and battle with the other teams ai. Now it works great but there is one major problem. Once the ai become uncontrollable the kills and damage dont count towards the teams total. This makes the end of the games stats confusing to say the least. Now another this is if one of these ai kill an ass target or hunted your team does not get a point. Ive tried a few work arounds but they always come to a dead end and dont fully work as Id like. So basically Im wondering is if its possible to add something to the ctrl.MA or another MA so I could allow uncontrollable to score just as controllable do? Maybe pyro has an idea how to implement this into myth..
do it.
Re: Map-Making Feature Survey for 1.8
There might be no way to make it happen without some future change, however here are some possible and yet very limited ways that might work.
1) Instead of making the units uncontrollable, just script them to ignore the player's orders. This will give them yellow selection boxes which is likely not something you want. You could get rid of their selection boxes, which is probably not favored either.
2) If there were only two teams and all the attacks were the same (which they aren't), then you could make one team attack with one type of damage and the other with Fire damage. Then using the death projectile groups and the Burned dead projectile group, depending on the type of attack that killed the unit the right projectile would be dropped. The script would then find it and award a point to the correct team.
3) Assume a kill was done by the other team. Instead of trying to get kills from uncontrollable units, assume each time a unit from team 0 died it was because a unit from team 1 killed it. So make a script detect deaths somehow and then command a behind the scenes unit with lots of health to damage another unit like it from the other team. This way at the end a unit belonging to you is still giving and taking damage.
1) Instead of making the units uncontrollable, just script them to ignore the player's orders. This will give them yellow selection boxes which is likely not something you want. You could get rid of their selection boxes, which is probably not favored either.
2) If there were only two teams and all the attacks were the same (which they aren't), then you could make one team attack with one type of damage and the other with Fire damage. Then using the death projectile groups and the Burned dead projectile group, depending on the type of attack that killed the unit the right projectile would be dropped. The script would then find it and award a point to the correct team.
3) Assume a kill was done by the other team. Instead of trying to get kills from uncontrollable units, assume each time a unit from team 0 died it was because a unit from team 1 killed it. So make a script detect deaths somehow and then command a behind the scenes unit with lots of health to damage another unit like it from the other team. This way at the end a unit belonging to you is still giving and taking damage.
Re: Map-Making Feature Survey for 1.8
Something similar happens with hunting, kills and damage are not shown in the post game stats. Score is shown, but if it's in the triple digits, it gets cut off. Not quite the same, but this reminded me of it.ozone wrote:Talked to myrd about this..he requested I post something here.
BattleCaps is something Ive been working on off and on for awhile. Caps throw smoke nades and different units parachute down and battle with the other teams ai. Now it works great but there is one major problem. Once the ai become uncontrollable the kills and damage dont count towards the teams total. This makes the end of the games stats confusing to say the least. Now another this is if one of these ai kill an ass target or hunted your team does not get a point. Ive tried a few work arounds but they always come to a dead end and dont fully work as Id like. So basically Im wondering is if its possible to add something to the ctrl.MA or another MA so I could allow uncontrollable to score just as controllable do? Maybe pyro has an idea how to implement this into myth..
PSN: Jon_God
XBL: J0N GOD
Re: Map-Making Feature Survey for 1.8
I think the single most usefull thing on here is more damage types. There are soo many things that could be done with just 1 or 2 more damage types.
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Re: Map-Making Feature Survey for 1.8
I have tried this it doesnt work for me. Whenever I get rid of either one of "Recieved user control flag" or "Ignores user control flag" . First they still have a blue box and second anything I scripted for them doesnt work. Could be something I am over looking, but I have been spending hours hours trying to find a way to have each player get points for the damage their unontrolled units give.Pyro wrote:There might be no way to make it happen without some future change, however here are some possible and yet very limited ways that might work.
1) Instead of making the units uncontrollable, just script them to ignore the player's orders. This will give them yellow selection boxes which is likely not something you want. You could get rid of their selection boxes, which is probably not favored either.
Sam
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- Posts: 49
- Joined: Thu Apr 12, 2012 10:38 pm
Re: Map-Making Feature Survey for 1.8
Hey did the results of the survey ever get posted? What made it into 1.8 so far?
Re: Map-Making Feature Survey for 1.8
Similiar issue, but with vet/VET. They wont carry over for any other team but team 0, but if you set those team 0 units to be uncontrollable so as not to appear in the post game stats, then even team 0 units with vet/VET will not carry over to the next map when they were in the previous one.ozone wrote:Talked to myrd about this..he requested I post something here.
BattleCaps is something Ive been working on off and on for awhile. Caps throw smoke nades and different units parachute down and battle with the other teams ai. Now it works great but there is one major problem. Once the ai become uncontrollable the kills and damage dont count towards the teams total. This makes the end of the games stats confusing to say the least. Now another this is if one of these ai kill an ass target or hunted your team does not get a point. Ive tried a few work arounds but they always come to a dead end and dont fully work as Id like. So basically Im wondering is if its possible to add something to the ctrl.MA or another MA so I could allow uncontrollable to score just as controllable do? Maybe pyro has an idea how to implement this into myth..
Would there be anyway to allow vet/VETs for uncontrollable team 0 units to carry over and i think there would be some intersting map making options if even team 1 units could as well.
Anyways, too late for me to implement an idea i had, but itd be great if this 'update' could find its way into 1.8. :oD
"Do you want to be healed now? Or would you prefer to bleed to death so I can try my hand at resurrection?"
Re: Map-Making Feature Survey for 1.8
yes me like vet VETS .
if one does not learn from the failings of the past they are likely to suffer its return.