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 Concerning the new activities 
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Joined: Tue Jun 12, 2007 11:52 pm
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Post Concerning the new activities
In the old SkirmishDefense, all the factions were happy with sharing each other's weapons.

Now, they're a bit stingy and you have a chunk of the SkirmishDefense script that looks like so:
Code:
    self.factionA = "Coalition.rte";
    self.factionAActorList = {"Soldier Light", "Soldier Heavy"};
    self.factionACrabList = {"Gatling Drone"};
    self.factionAPrimaryWeaponList = {"Compact Assault Rifle", "Assault Rifle", "Shotgun", "Auto Shotgun", "Breaker-GL", "Gatling Gun", "Sniper Rifle", "Heavy Sniper Rifle", "Flamer", "Auto Cannon", "Revolver Cannon", "Flak Cannon"};
    self.factionASecondaryWeaponList = {"Pistol", "Auto Pistol", "Heavy Pistol"};

    self.factionB = "Dummy.rte";
    self.factionBActorList = {"Dummy"};
    self.factionBCrabList = {"Dreadnought"};
    self.factionBPrimaryWeaponList = {"Blaster", "Nailer Cannon", "Scouting Rifle", "Impulse Cannon", "Repeater", "Destroyer Cannon", "Annihiliator"};
    self.factionBSecondaryWeaponList = {"Nailgun", "Rail Pistol"};

    self.factionC = "Ronin.rte";
    self.factionCActorList = {"Dafred", "Mia", "Dimitri", "Brutus", "Sandra", "Gordon"};
    self.factionCCrabList = {};
    self.factionCPrimaryWeaponList = {"AK-47", "M16", "Shortgun", "Pumpgun", "Spas 12", "Kar98", "M1 Garand", "M60", "Thumper", "RPG-7"};
    self.factionCSecondaryWeaponList = {"Glock", "Desert Eagle", "Peacemaker", "Uzi"};


    self.moduleList = {self.factionA, self.factionB, self.factionC};
    self.actorList = {self.factionAActorList, self.factionBActorList, self.factionCActorList};
    self.crabList = {self.factionACrabList, self.factionBCrabList, self.factionCCrabList};
    self.primaryWeaponList = {self.factionAPrimaryWeaponList, self.factionBPrimaryWeaponList, self.factionCPrimaryWeaponList};
    self.secondaryWeaponList = {self.factionASecondaryWeaponList, self.factionBSecondaryWeaponList, self.factionCSecondaryWeaponList};

Each 'chunk' of code (minus the last one) lists weapons and actors for different factions, and those factions will only use their own weapons. Adding additional factions/removing faction drops should be a lot easier now; All you need to do is follow the format. Oh, and don't forget to change
Code:
    self.moduleList = {self.factionA, self.factionB, self.factionC};
    self.actorList = {self.factionAActorList, self.factionBActorList, self.factionCActorList};
    self.crabList = {self.factionACrabList, self.factionBCrabList, self.factionCCrabList};
    self.primaryWeaponList = {self.factionAPrimaryWeaponList, self.factionBPrimaryWeaponList, self.factionCPrimaryWeaponList};
    self.secondaryWeaponList = {self.factionASecondaryWeaponList, self.factionBSecondaryWeaponList, self.factionCSecondaryWeaponList};

(Which is the last code block)

When you add/remove factions.


Fri Sep 16, 2011 3:23 am
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Joined: Tue Apr 01, 2008 4:49 pm
Posts: 1972
Location: The Netherlands
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Post Re: Concerning the new activities
Thanks for this. :grin:


Fri Sep 16, 2011 4:01 am
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Joined: Sat Dec 18, 2010 6:11 pm
Posts: 285
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Post Re: Concerning the new activities
That is very cool, making factions into actual factions is a BIG step towards making this game feel like a real game!


Fri Sep 16, 2011 4:02 am
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