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Concerning the new activities http://45.55.195.193/viewtopic.php?f=1&t=25535 |
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Author: | CaveCricket48 [ Fri Sep 16, 2011 3:23 am ] |
Post subject: | 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. |
Author: | Gotcha! [ Fri Sep 16, 2011 4:01 am ] |
Post subject: | Re: Concerning the new activities |
Thanks for this. |
Author: | bioemerl [ Fri Sep 16, 2011 4:02 am ] |
Post subject: | 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! |
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