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[REL][GM] Prisoners of War (Unfinished)


Ace_Gambit

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POW:Prisoners of War (Unfinished)

After careful consideration I've decided to stop all development regarding a game mode I was working on for the past couple of weeks. I release the script source for others to use in their mode and for educational purposes. I was hoping I could finish the mode but I want to graduate by the end of June and much of my effort went into learning LUA. Maybe I'll come back and finish the job but I have other priorities at the moment.

When I have graduated and DP3 is released I want to rewrite the mode in the correct format (using element tree structures and resource calls). This mode was mainly started to learn LUA but things got out of hand and I ended up spending more time scripting than working on my thesis.

Screenshots and info at: http://mtasascripting.blogspot.com

Download URL (game mode): https://community.multitheftauto.com/index.php?p= ... ils&id=126

Due to incompatibility issues (my fault) I could not upload the map to MTA community.

Download URL (map): http://rapidshare.com/files/109182884/p ... a.zip.html

Map (mirror): http://www.mediafire.com/?c1j2gi1juga

Map features:

Teams: 2

Spawn points: 32

Squads: 4 per team

Roles: 4 per team

Vehicles: rustler and patriot

Primary weapons: shovel, katana, 9mm, rifle, sniper, m4, ak47, flame thrower,

rocket launcher, satchel bombs, grenades, tear gas, molotovs

Vehicle weapons: barrage shells, recon flares and bunker buster bombs

Defence systems: sam, ssm and barrage

Vehicle repair: yes

Vehicle fuel: yes

Warfactory: yes

Missions: no

Respawn: yes

Known map issues:

- Pickups are not rendered (bug)

WARNING

This game mode is experimental. As part of this experiment I tried to play around with the possibilities of implementing custom fonts and such. Players may experience extensive loading times and FR drops on slow computers. Server admins are advised not to run this game mode on a public server.

Don't say I didn't warn you!

I also recommend not running the default scoreboard and killing messages resource. This game mode has its own. Running both resources at the same time may cause conflicts. Lastly keep in mind that most GUI coordinates are not relative! You will have to make it work yourself for resolutions other than 800x600 (my test mode).

Features:

- 32 slot team selection

- Role selection (engineer, grenadier, marksman and medic)

- Squad selection (alpha, bravo, charlie and delta)

- Campaign selection (assault and recon)

- Custom scoreboard

- Custom kill messages

- Projectile system (surface-to-air, surface-to-surface and barrage)

- Vehicle weapons (recon flares, barrage shells and bunker buster bombs)

- Vehicle damage system

- Vehicle fuel system

- Warfactory (unfinished)

- Object animation control (looped animation and lift triggers)

- World boundery control

Controls:

- LSHIFT for vehicle weapons (only after choosing a campaign at the warfactory)

- MOUSE1 (left mouse)/MOUSE2 (right mouse) for rotating vehicle turret (patriot in assault mode only)

Markers:

- Yellow marker: carrier lifts

- Spray can marker: vehicle repair

- Blue marker: vehicle fuel

- Purple marker: warfactory

- Orange marker/corona: vehicle ammo reload (only after choosing a campaign at the warfactory)

Known issues:

- Extensive loading time (should be fixed when MTA:DM starts shipping with descent font support)

- Objects created on the fly not showing correctly (this is due to MTA:DM bugs)

- Instruction text not disappearing

- Projectile desync (MTA bug)

Unfinished features:

- Match rounds (players are always able to join or respawn during the game)

- Team balance

- Warfactory (modshop) *

- Timers are not stopped **

* Important notice regarding the warfactory feature. The player is teleported to a fixed location in the default dimension! This means that you can not have multiple players in the warfactory at the same time. This was on the TODO list untill I stopped all development.

** When a player quits some timers remain active causing nil errors. This was also on the TODO list to fix.

Credits to the MTA team

Edited by Guest
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Yes. But that was kind of before I figured I could not finish a lot of the planned features (moving carriers and subs). With the current script you can easily create a map that has nothing to do with naval war. That's why it seemed more logical to rename the mode.

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