Resource:Assault: Difference between revisions

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(added map elements)
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==Map Elements==
==Map Elements==
(may be changed)
(may be changed)
[code]
 
<syntaxhighlight lang="lua">
<assaultSettings timelimit="(int seconds)" finishType="" finishObjective="" />
<assaultSettings timelimit="(int seconds)" finishType="" finishObjective="" />
</syntaxhighlight>
* timelimit: duration of one round in seconds
* finishType: when will a team have conquered the base/reached the objective
** objective - when a certain objective is reached
** all - when all objectives are reached
<syntaxhighlight lang="lua"><objective name="Fence" description="Get into Area51" successText="Breached the fence" id="fence" req=""
posX="104.998581" posY="1920.971924" posZ="17.437483" /></syntaxhighlight>
* name: the name of the objective, used for the objective list on the screen
* description: may be used in the help windows
* successText: shown when the objective is reached
* id: unique identification for the objective
* req: objectives required for this objective, ids seperated by comma, e.g. req="door,room1,room2"
* posX, posY, posZ: position of the objective
* type: the type of the objective
** checkpoint (default) - assault creates a checkpoint at the location, which has to be activated by the attacker by walking into it
** custom - assault does nothing about it except waiting for another script to trigger it (not really tested yet)
<syntaxhighlight lang="lua"><attackerSpawn posX="-89.011269" posY="1358.188721" posZ="10.933815" skins="121,122" weapons="22,30;28,300" req="" /></syntaxhighlight>
* posX, posY, posZ: position
* skins: random skin from,to
* weapons: weapon1,ammo1;weapon2,ammo2;weapon3,ammo3..
* req: objectives required for this checkpoint to work
Always the last checkpoint (from the order in the mapfile) that meets the 'req' requirements is used to spawn players.
<syntaxhighlight lang="lua"><camera type="" posX="" posY="" posZ="" targetX="" targetY="" targetZ="" /></syntaxhighlight>
* type: defines the type of the camera, when it will be used
** spawn: after selecting the team and before spawning
** selectTeam: select Team screen
** finish: when the last objective is reached
* posX, posY, posZ, targetX, targetY, targetZ: position and look at

Revision as of 02:24, 4 July 2007

Assault should be similiar to Unreal Tournament's Assault.

How a game should work

  • Waiting for players before each new round for a certain amount of seconds or if enough players have joined
    • Let players select their team
  • Spawn players according to their team
  • team1 has to attack and reach one or more objectives (marker), while team2 defends the objectives
    • if team1 reached an objective, teamspawns may be at another location, according to the next objective
  • if the final objective is reached, the first round ends and team2 has to attack
    • the timelimit for the second round should be the time team1 needed to reach the final objective

Winning

  • If team2 doesn't reach the objective in the timelimit, meaning team1 was faster, team1 wins.
  • If team2 is able to reach the objective in the timelimit, meaning team2 was faster, team2 wins.
  • If team1 and team2 aren't able to reach the objective within the timelimit, game ends tied.

Map Elements

(may be changed)

<assaultSettings timelimit="(int seconds)" finishType="" finishObjective="" />
  • timelimit: duration of one round in seconds
  • finishType: when will a team have conquered the base/reached the objective
    • objective - when a certain objective is reached
    • all - when all objectives are reached
<objective name="Fence" description="Get into Area51" successText="Breached the fence" id="fence" req=""
		posX="104.998581" posY="1920.971924" posZ="17.437483" />
  • name: the name of the objective, used for the objective list on the screen
  • description: may be used in the help windows
  • successText: shown when the objective is reached
  • id: unique identification for the objective
  • req: objectives required for this objective, ids seperated by comma, e.g. req="door,room1,room2"
  • posX, posY, posZ: position of the objective
  • type: the type of the objective
    • checkpoint (default) - assault creates a checkpoint at the location, which has to be activated by the attacker by walking into it
    • custom - assault does nothing about it except waiting for another script to trigger it (not really tested yet)
<attackerSpawn posX="-89.011269" posY="1358.188721" posZ="10.933815" skins="121,122" weapons="22,30;28,300" req="" />
  • posX, posY, posZ: position
  • skins: random skin from,to
  • weapons: weapon1,ammo1;weapon2,ammo2;weapon3,ammo3..
  • req: objectives required for this checkpoint to work

Always the last checkpoint (from the order in the mapfile) that meets the 'req' requirements is used to spawn players.

<camera type="" posX="" posY="" posZ="" targetX="" targetY="" targetZ="" />
  • type: defines the type of the camera, when it will be used
    • spawn: after selecting the team and before spawning
    • selectTeam: select Team screen
    • finish: when the last objective is reached
  • posX, posY, posZ, targetX, targetY, targetZ: position and look at