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 King of the hill mode unlocked? 
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Joined: Fri Jan 16, 2009 2:05 am
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Post King of the hill mode unlocked?
I was poking around in the CC code and I found some new game modes like king of the hill (in 1 player and 2 player) already to play.

I managed to access them by moving them over to the missions folder and creating "Other Activities.ini". The one problem is, they all stack on each other on the map and I can't figure out where to change that (doesn't work in the new activities file), so I need to remark out the ones I'm not using and reboot CC to play a certain mode since i can only open the top one of the map. Has someone already come up with a patch for this? I can't find any references here to it if is using search.

The modes are in base.rte/activities.ini
It seems to do nothing if you simply unremark them in that file.

Thanks!


Sun May 17, 2009 1:18 am
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Post Re: King of the hill mode unlocked?
make sure you comment out the origional activities first and then use the new ones. other than that, I knew the .lua was there but I haven't messed with it.


Sun May 17, 2009 1:30 am
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Post Re: King of the hill mode unlocked?
Just uncomment one at a time, and it'll show up in game as Ketanot Hills on the Campaign screen. It's some WIP skirmish modes.


Sun May 17, 2009 2:32 am
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Post Re: King of the hill mode unlocked?
Yes. I said that already. The thing is, I want to not have to do that every time I want to access one of the modes. (I can tell their stacked on top of each other because the dot is brighter at one point).
Reming/Unreming and rebooting is kind of a pain.


Sun May 17, 2009 2:48 am
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Post Re: King of the hill mode unlocked?
Unfortunately, there isn't another way to switch them yet. There will be a menu for them eventually, just not yet.
The reason they are stacking is that you have more than one uncommented at a time. Make sure that you uncomment all the ones you don't want.


Sun May 17, 2009 2:54 am
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Post Re: King of the hill mode unlocked?
I've noticed those gamemodes too, can't wait until they're officially released.


Sun May 17, 2009 3:46 am
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Post Re: King of the hill mode unlocked?
You can give them a spin, if you want. Let me know what you think of them. There are multiplayer ones too.


Sun May 17, 2009 4:06 am
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Post Re: King of the hill mode unlocked?
My main complaint on those game modes is that for one man, if you press q or e you lose, because you can't regain access to the character after trying to switch actors or look around. While this does stop uber omniscience, it's lame that you lose if you instinctively try it.
Also in one man, you should start inside the cave, and there should be a timer, and there needs to be more sky, and enemies should come from further to the side.

Also, MAKE CTF! I know Numgun is meaning to get to it eventually with BW:M, but it should also be an official game mode.
I think I'll go make a topic about my detailed idea for CC CTF.


Sun May 17, 2009 7:32 am
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Post Re: King of the hill mode unlocked?
You should be able to set X Y coords for the map. I just don't know how to do it.

Azzuki: Yeah, I noticed the q/e no control thing. Annoying. Plus it's a habit hard to break. :P
Making it so the AIs didn't drop right on your head would be nice.

I was actually playing around with building a CTF mode. I did some bitmaps and a little bit of code. I've been also toying with a "capture points" mode where the points go back and forth with one timer rather than two separate timers, like in Team Fortress 2.


Sun May 17, 2009 8:06 am
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Post Re: King of the hill mode unlocked?
Foolster41 wrote:
I was actually playing around with building a CTF mode. I did some bitmaps and a little bit of code. I've been also toying with a "capture points" mode where the points go back and forth with one timer rather than two separate timers, like in Team Fortress 2.


Yeah, I fumbled around trying to make CTF myself too. It was obviously way beyond me. I knew what I needed Lua to do, but I didn't [and still don't] know how to make it do it. That topic is up by the way, if you're interested in my thoughts on how it should be done. Please do take a look, devs especially.


Sun May 17, 2009 8:12 am
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Post Re: King of the hill mode unlocked?
CTF will be set up to go once we can command the AI to pick up items. Right now, they can't. I guess I could make it so that the flag just goes into their inventory once they go near it. Anyway, that's probably not going to happen until the actual skirmish modes are set up.
And thanks for pointing out the Q+E problems, I hadn't noticed that.
By more sky, do you mean that the level needs to be taller? If that's the case, it has nothing to do with the activities. They're designed to run on any level.
Also, the enemies are spawned in almost exactly the same way as they are in regular skirmish. The only reason they don't come from further to the side is that Ketanot Hills has Team 2's landing zone on the right of the hill and Team 1's landing zone on the left. The idea is that the battle will bottleneck a bit in the middle while still giving plenty of room to build. Eventually there will be an area called "Building Zone" which will tell the game where people are allowed to build, so that will be on either side too.


Sun May 17, 2009 5:19 pm
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Post Re: King of the hill mode unlocked?
There should probably be a check where it checks if there is a direct path through the "air" material that it can get to the flag.


Sun May 17, 2009 5:23 pm
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Post Re: King of the hill mode unlocked?
TheLastBanana wrote:
By more sky, do you mean that the level needs to be taller? If that's the case, it has nothing to do with the activities. They're designed to run on any level.
Also, the enemies are spawned in almost exactly the same way as they are in regular skirmish. The only reason they don't come from further to the side is that Ketanot Hills has Team 2's landing zone on the right of the hill and Team 1's landing zone on the left. The idea is that the battle will bottleneck a bit in the middle while still giving plenty of room to build. Eventually there will be an area called "Building Zone" which will tell the game where people are allowed to build, so that will be on either side too.

Well, it's not the activities fault, but I was pointing out how Ketanot Hills [who makes these names?] isn't ideal for the activity. The landing zones should be further separated, and yes I do mean it should be taller, about two hundred pixels taller, and that space would just be empty sky. Then rockets wouldn't be falling right on your head, and instead the challenge could be fighting many more enemies.
Also the short range of your shot pistol on medium is kinda lame.


Sun May 17, 2009 5:53 pm
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Post Re: King of the hill mode unlocked?
I was just using Ketanot Hills (I named it I am so sorry) as a test level for it. There will be plenty of other levels for it to work on in the future.


Sun May 17, 2009 6:08 pm
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Post Re: King of the hill mode unlocked?
The names are fine, I like them, they aren't overdoing the futuristic thing, or any themes.
I was just curious as to who made them, they're original and weird.

But yeah, I know it's just a test for now, but I'm saying for future KotH maps, you should have more sky, more distant spawns, etc.


Sun May 17, 2009 6:14 pm
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