Question on how to accomplish something

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drp

aa
Oct 25, 2007
2,273
2,628
Say Im making a map where, If i can get it to work, will nuke the other team when the intelligence is recovered.

1. how would i be able to have the rocket prop take off, and detonate over the other team's base.

2. how would i be able to kill all of the other team when the nuke explodes?

im guessing this will take some heavy scripting, and maybe some custom models?
 

meatpopsicle

L1: Registered
Nov 9, 2007
49
2
drpepper,

not sure how to accomplish the desired effect however ... consider that most players find it upsetting to be killed w/o a way to avoid/defend against it.

so say if you do implement such a thing - give a 10 second count down and then if they are underwater it doesnt hurt them?

might be other ways to implement some balance to the "destroy the entire team that just lost" lmao
 

drp

aa
Oct 25, 2007
2,273
2,628
Most of it sounds doable, save for making a good looking mushroom cloud.

intead of having an actual mushroom cloud, maybe just have a really bright light go off? I dont know, this is still in the 'maybe' category.
 
M

MrTwitch

What I was going to do for a variation of my alley map was set up a "bomb" map where you need to plant explosives in the other teams base. When the explosives are planted you have 10 seconds to diffuse or escape, when the bomb goes off, the entire (let's say BLU) BLU base goes up in flames (I believe there's a fire entity thingy) and everyone inside, RED or BLU dies.
I was also thinking it would be cool if once you plant the bomb, for the players outside the base, BLU's respawn turns off so RED needs to hunt down the remaining dudes. You just set it up like a capture point, if RED caps, it starts a new trigger with another countdown that BLU needs to in turn cap to disarm or KA-BLOOMFG! That in turn triggers all the fire entities to start up, you add some smoke, just to make sure everyone's video cards are rattling about in violent agony and make a big trigger the size of the area you want affected that takes off 50 health from every entity inside every two seconds.
 

ryodoan

Resident Bum
Nov 2, 2007
409
117
I second the thought that most people dont like to die without at least a chance to defend themselves. However, at the same time the idea of making something a little more tangible in defending the "intelligence" sounds pretty interesting.

Also, another thought that just occured to me is that as it stands now, once your intelligence is captured, it is much easier for the other team to grab the intelligence for a 2nd time. This is for a couple reasons:
  • In order to take the intelligence the first time they need to destroy the intelligence defenses, and those defenses take a while to rebuild. If the attackers get through the forward defenses fast enough they can retake the intelligence before the intelligence can be defended again.
  • You have to wait to respawn, that gives the enemy team 30 seconds to get their forces back into your base, leaving you fighting an uphill battle.

As a couple other people mentioned, a better idea would possibly make it so that everyone, blue / red in a particular area are killed, but that the losing team will lose more. As in maybe the explosion kills everone that is not out of cover? Have the nuke go off but only kill people that are not in certain bunker areas? So if they are in above ground buildings they die, but if they are in concrete reinforced areas they dont. Also, maybe make it so that at the point of explosion everyone will die, but as you get further away the damage is not lethal. And a final suggestion, I like the idea of an Audible countdown to the explosion with sirens.

"Alert - your intelligence has been captured!"
"Warning Incoming Missile!" 10.... 9.... 8.... 7.... 6... 5... 4.. 3... 2.. 1... *BOOOOOOOOM*

So to recap the above mess of a paragraph:
  • Explosion kills everyone in an area Red/Blue
  • Explosion kills people not in "safe zones" as in bunkers
  • People near explosion die, but experience reduced damage further away
  • Audible Warning and countdown (Along with visual of rocket would be sweet)
 
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O

Octopus

Dude... You should have the Starcraft voice, "Nuclear Lanch, Detected." That would be so sick.
 

drp

aa
Oct 25, 2007
2,273
2,628
yea, i was thinking about this. would it be possible to have 3 different intels.

like intel one is at the front of the base, intel 2 is deeper in the middle of the base, and intel 3 is at the back of the base and the hardest to capture. after all three are recovered, the nuke is launched. here, anyone in the losing team who is not in the designated bunker, dies.

i think that might work.
 

Logo

L3: Member
Oct 25, 2007
115
26
You can place multiple flags but it'd take some fancy work to make it so that you had to bring back all three to win/score.

Something you could also do is have the missile be in the center of 2 bases. Then put a CP (or a custom trigger that acts like a CP) that when one side 'caps' it the missile launches at the other team's base killing that team (and opening the chance for your team to score an easy cap). Then just set a very high capture time on the center point.
 
O

Octopus

I also had an idea, you could have to "arm" the missile for like a minute or so before it fires.
 

Logo

L3: Member
Oct 25, 2007
115
26
That's pretty cool spaceweasel. I wonder if you could set up an Assault/Defend capture the flag type of game.
 

Cdsand

L2: Junior Member
Oct 25, 2007
75
1
Three flags sounds fun!
Would a new prefix be mf for multiflag?
 
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