Multi-managers and map gameplay

MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
<div class="IPBDescription">Maybe you can tell me</div>Let me preface this by saying 'I am not a mapper'.

I was wondering if it would be possible to use multi-managers to create a self-destruction countdown map. For example, you could have the standard Marines vs. Alien gameplay. All during play, the players would do their usual thing, but when the last hive got destroyed (say, in the engine room of a ship), it would start a 20 second countdown, with audio files being used to countdown ("10 seconds to self destruct"). All the surviving Marines would now have to haul arse to escape pods and get off the ship. Then everyone left over explodes ala Crossfire.

It wouldn't really matter in the grand scheme of gameplay, but it would be a cool effect and would let the round end on an exhilirating note. Not sure if this would require extra mod code though.

Just curious.

Comments

  • cyberdaemoncyberdaemon Join Date: 2002-02-06 Member: 169Members
    i just added one idea post to ideas forums thread "breakout"
    and i said that marines have to go in colony (ship could be ok to) and but explosives to main reaktor room - but aliens have to go to operations area and take a disc wich allow them to control dropship and then escape with it
    anyway that ur idea reminds me first that alien first movie sceen where ripley self-destructs a nostromo to kill that f alien ####### ### <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Hrmm, perhaps there could just be a "scuttle" mode of gameplay where the boarding operation on a ship isn't meant to just clean the vessel, but actually destroy it... I dunno how the logistics on that would work... As far as your question... Well, I can't answer that. The destruction effect with multi_managers you could do, yes, and possibly triggering the multi_manager when the last hive is destroyed. Of course, I have no idea as to the logistics of triggering an event after the destruction of the last hive... You'd have to talk to someone other than me about that.

    Eh, maybe I'm not supposed to answer this. Oh well. That's what I can make of it.

    (edit)I've been pondering this more, hence a more coherent response below(/edit)
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    I'm not usually all that good with advanced entity work but I can't see this as being too hard to pull off. Great idea, and I'm sure <i>someone</i> could manage to get it to work.

    If there were only an "If: Then" entity... <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    All you need is a master for each hive, and when all 3 are inactive (i.e. when all have been destroyed) have the master activated... should be possible either with a multisource and/or (if necessary) some logistical brush entity use. What kind of work, I can't say without seeing the hives function in-game.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    MonsieurEvil, that idea is dead easy to implement. Once a multimanager is triggered it will trigger its list of entities at their specified times, making a countdown scenario easy to do.

    Multimanagers can only have 16 fields (Or was that 15, since the targetname takes up a field?), so if you run out of fields you can always have two multimanagers with the same name, so they both get triggered at once.

    So once all hives have been killed (Using a multisource and env_global system to act as the 'AND' gate), it triggers the multimanager and the script begins <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    Cool - make sure you spell my name right in the map credits <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • Black_DogBlack_Dog Join Date: 2002-02-10 Member: 190Members
    yes, multi_manager is very handy,and it could target other m_m <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> remember there's also a ent called trigger_delay, i think...btw the MonsE scenario is not the best i think...hey, do u believe i was thinking about something similar? how implementing this? But i don't think it's very good...i mean about fun,cos aliens lost the best part  <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->
    an idea spread out of my mind just now...improving this effect i think...uhm uhm
  • Darth_MooDarth_Moo Join Date: 2002-01-25 Member: 83Members
    the hives would HAVE to target a multisource when destroyed, otherwise it should be quite possible
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    do the hives currently have the option to trigger something when destroyed?  i assume not, but it would be easy to impliment.
  • InfinityInfinity And beyond&#33; Join Date: 2002-01-25 Member: 50Members
    lets rip the self-destruct music from Super metroid (leet snes game) <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • Black_DogBlack_Dog Join Date: 2002-02-10 Member: 190Members
    <!--QuoteBegin--Cremator+Feb. 16 2002,20:49--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Cremator @ Feb. 16 2002,20:49)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->do the hives currently have the option to trigger something when destroyed?  i assume not, but it would be easy to impliment.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    if u read the mapping notes linked in the pinned FAQ topic...you'll see they have that field
  • cyberdaemoncyberdaemon Join Date: 2002-02-06 Member: 169Members
    well destroyng all hives cost a self-destrucct - dont make any sence - cos ship isnt depend on hives and can exist very well withouth those nests - maybe u could blow up reactor and then comes counting after warning message -  attention - reactor damage level red - all personnel must evacuate - ship destructs in 20 seconnds
    red alert means that damage is so big that overloading is unstopable , code yellow - big damage - but still can stop overloading and green is smallest damage
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Killer idea, I love it.  You can do most of this already, but I don't think it's fully support at the moment.  The hard part is: how to you stop the game from ending after the last hive is destroyed?  Also, what happens if the last hive is destroyed, then the marines die before escaping, or die in the blast?  The game code would have to account for this to award the victory to the right team.

    The amount of code for this on my end is almost zero, and the drama of an exploding starship gives me enough shivers to make me want to put this in immediately.  I really don't want to have multiple gameplay modes for the first release though.  I will definitely consider it as we get closer to the first public release though.
  • cyberdaemoncyberdaemon Join Date: 2002-02-06 Member: 169Members
    but if u destroy all hives then probabily all aliens are dead or whatever - easyer is to clean this ship from aliens
    than destroy it - and if theres ship "clean" then why u need
    to do it ? so , why not to explode some important system
    (reactor , engine , both of them or controll tower) in this ship wich cost chain reactions and ship explodes ?
    or make a mission like in counter-strike - bombing with c-4
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    That's kinda where I was going with it. One of the questions has been 'what to do when the last hives gets killed', and you have some level1 hiding in a vent that no one can find. Since there are no round timers, I threw this idea out as a more dramatic finish. I don't want it to influence the outcome though, just add a bangup ending.
  • kan3kan3 Join Date: 2003-04-06 Member: 15262Members
    while not QUITE what you were thinking me and a friend have been working on a map like this for the last..month and half??
    i got the idea from gloom(bugport map themes)

    we have a map that is divided into 2 different sections, the marines have 30min to kill the aliens hive(s) or the aliens win...else the marines win...of course i do have a story to go with this =]

    the map is being designed to have a split enviroment so that the marine team needs to decide on how they are going to attack


    my question is is there a way to make 1 team lose if they don't kill the hives within a certain time period
    ?
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    The only thought that occurs is that such a map would go against the point of NS as stated in the story documentries, which outlines why the marines are going in to the ships to destroy the aliens in the first place - to recover the ship for its monetry (sp?) value.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    I think this is the oldest thread I've ever seen resurrected on these forums. :X
  • leifbjleifbj Join Date: 2003-03-20 Member: 14733Members
    It's still a good idea though. I like the notion of different objectives for each team, and like like in CS where it's bomb, or rescue. You could have many different types of objectives if this were implemented.
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    Hey! At least he used the search function instead of creating a "New topic!" (that so many whine about!) LMFAO!

    It is a neat idea, but the execution of it would be very tricky! The trigger_endgame (or something similar to the old "gamestartedstatus") would be needed to trigger when all hives were down. Something like taht I mean.

    Either way, I think this (along with the "cutscenes") have been put on indefinate hold.
  • yuttyutt Join Date: 2002-11-16 Member: 8885Members, Reinforced - Gold
    edited April 2003
    <!--QuoteBegin--KungFuSquirrel+Apr 6 2003, 11:58 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuSquirrel @ Apr 6 2003, 11:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think this is the oldest thread I've ever seen resurrected on these forums. :X <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yeah, I didn't even realize the original post date. I just ran across it by accident (think I was searching for 'timer' and noticed it was of a similar theme as our map.

    So, no one is certain of a way to do it or if it is even currently possible? How about in 1.1, will we have the necessary entities? Devs?
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    Such a map could nowadays only work in tourney mode. Ping of death, anyone?
  • juicejuice Join Date: 2003-01-28 Member: 12886Members, Constellation
    <!--QuoteBegin--leifbj+Apr 7 2003, 12:15 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (leifbj @ Apr 7 2003, 12:15 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->like in CS<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    hearing this evokes the following reaction...
    AAAAAAH NOooooo
    ::screams in horror and runs in the other direction, similar to what is done when onos come charging at you::

    <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
  • leifbjleifbj Join Date: 2003-03-20 Member: 14733Members
    Maybe you misunderstood me... what I mean is that this will be <i>unlike</i> NS since the range of possible objectives is limitless.

    I have a question though... say I had a map where aliens had to chew a wire to win. How would I win the game for the Kharaa once they have chewed the wire? Is there an entity that will win the game?
  • yuttyutt Join Date: 2002-11-16 Member: 8885Members, Reinforced - Gold
    <!--QuoteBegin--leifbj+Apr 7 2003, 03:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (leifbj @ Apr 7 2003, 03:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I have a question though... say I had a map where aliens had to chew a wire to win. How would I win the game for the Kharaa once they have chewed the wire? Is there an entity that will win the game? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Exactly, that is what we need to know, and noone has seemed able to answer that so far.
  • HeistHeist Join Date: 2002-11-09 Member: 7922Members
    This is a great possiblility and one that I am looking into.
    Right now I picture the marines destroying the 3 hives then an audible coundown being heard. The marines have 20 seconds to get to a previously locked POD or something and push the take off button. You could then make a moving train and trick the marines into thinking they are watching the ship/station blow up by some sort of animated textures. During this time, the alien team can just sit and watch in third person mode... Just an idea. The problem I forsee is what to do with the marines who don't make it in time. It would be too much trouble to make a large trigger presence.
    Any thoughts?
  • HeistHeist Join Date: 2002-11-09 Member: 7922Members
    You could do this for the opening cut scene as well.... Lemme spend a little time on it and see if I can get a small demo map of what I mean.
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