MultiMode

Discussion in 'Mapping Questions & Discussion' started by Ironclaw, May 21, 2014.

  1. Ironclaw

    Ironclaw L1: Registered

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    Do not know if this idea is to make the new regime, where intelligence will first capture, then you have to push the cart to the gate where you need to capture the point that the door opened and it was possible to push it further. I want to implement this idea on my map. :)
     
  2. MasterEric

    MasterEric L1: Registered

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    So you capture the intel to allow the cart to be pushed(I'm imagining the intel as explosives to blow up a wall), then you push the cart to the end, with periodic control points to capture before continuing?

    The logic for that doesn't seem too difficult, but the main problem is conveying those instructions to your player.

    How does the player manage such a complex process in their head? And how will the onscreen HUD convey the information about what needs to be done?
     
    Last edited: May 21, 2014
  3. Ironclaw

    Ironclaw L1: Registered

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    HUD will switch, for example, on the first part with intelligence will hang HUD with intelligence. When data is captured, the route will HUD trolley when the trolley reaches the gate, HUD appears to Control Points.
    And every time will appear gamerules "Push trolley to the end", "Capture the enemy intelligence" and the like
    Explosives? Hmm...I just have two seats have prepared specifically for "intelligence", and in their delivery to the gate opens
     
    Last edited: May 21, 2014
  4. theharribokid

    aa theharribokid

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    I'm pretty sure you can't switch HUDs in the middle of a map Ironclaw
     
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  5. Ironclaw

    Ironclaw L1: Registered

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    There is also the entity-HUD. And the function "Start Disabled" them. Yeah, maybe I'm wrong. The idea is pretty dubious.