I agree with LinuxGuy. This way, people could set up more definitive bases. Plus, it'd be great for RP.
And then there's the issue with Turrets. Surround it with TURRETS!!! XP
New guns: Gun which heals others. How it will work? It shots short laser beam to closest player which has less than full hp and heals it. Energy gun. Shots something like a blue thunder from it to closest enemy thats on front of you.
New game mode: Co-op!
There is only one team, which all players (except spectators) are there. They are walking through level killing some bots. There are two goals, which depends on the map:
- Find the exit
- Kill all bots
If there is no bots on a map (like de_dust), then they are created automatically (or message appears that you can't set this mode on this map and sets it automatically to standard one).
Actually, I said bots. But I don't mean bots that are replacing other players (via, for example, bot menu), but they are like enemies in singleplayer games. They can be as entity or (as I said before) generated automatically. What options will have this entity? Name, Trigger. Name generates enemies when switched, Trigger switches when killed. Look. All 4 T and CT skins and VIP skin. Also, at a pinch, players can add custom skins, like sprites, or sounds. Color. Like zombies are green Ts. So we can set it there too. Six (or put your number there) weapon slots. Actually, I thought about something like that:
- One primary weapon slot,
- One secondary weapon slot,
- Two grenade slots,
- One armor slot,
- One close combat weapon slot (for example, knife, chainsaw, claws).
But, of course, it can be other. Infinite ammo. On or off. If on, then when there is no primary ammo, bot will switch weapon, to, for example secondary one. After there is no secondary ammo, and grenades, it will just switch to close combat weapon. If there is no one set, then he is attacking with knife. Drop guns. It can be switched on, holding only, primary only or off. If switched on, it will drop all of his weapons. If holding only, then he will drop only weapon that he was holding. If primary only, then he will drop only primary weapon(s). If off, then he will drop no weapons. Also, it depends of infinite ammo. If its on, then bot will drop weapon with full ammo. If off, then weapon will have some (or all) ammo used. Probably. It depends on how bot was using this weapon.
I wonder if there could be a slight update on the Gen_Sprites and Gen_Particles entities making them easier to use and understand, I want those entities simplified. Maybe a info file on how to use Gen_Sprites, I got no clue what the option Sprite Type is. And what's the Sprite Frame? I need some more info on those entities.
I suggest in having a turret entity with three levels simple turret, dual and triple. If it wasn't already planned.
there already is an entity for buildings for the next release. you can place alls buildings in the editor with it. with "all" I mean all buildings with all upgrade stages.
there already is an entity for buildings for the next release. you can place alls buildings in the editor with it. with "all" I mean all buildings with all upgrade stages.
Awesome, but what about the entities Gen_Sprites and Gen_Particles? - Will they be simplified (easier to understand)?
TKD is right. I found one of those in my archive of [700+] maps. ^-^
I agree with KimKat. Although the gen_particles is actually really easy to understand, the gen_sprites might need some... information. I mean, you could just spend an hour screwing around with them [something I would do... >.>], but most of us don't have that kind of time.
Inside the teleport properties I suggest that there should be a option for seperate Terrorists and Counter-Terrorists to be able to teleport. The default option should be set to teleport everyone, as usual. But it would be great to have a seperate teleportation option, so that only T's can step into the teleport and CT's cannot or the other way around.
Trigger_use already has this kind of option, so I thought that teleport should have it too.
animated gif images will probably never be possible. they are not supported by blitz max.
What about several cycling images in the same place that give the illusion of animation? Do you think it will work?
Tile animation. This is probably the only alternative... for now.
I've been wanting KimKat's teleport for a while. Back when I found this game, my friend and I were screwing around and trying to make a construction map with bases. We gave up because we couldn't find a way to make teleports T/CT only.
But, alas, there is an alternative! Though I don't know if it is possible in LUA, it can be done in the editor. Just pull together a bunch of entities and you'll find a way to make a teleport, essentially, T/CT only.
animated gif images will probably never be possible. they are not supported by blitz max.
What about several cycling images in the same place that give the illusion of animation? Do you think it will work?
That would be a good idea too, put several images in the game like frames, and then make them change every 1 sec.
2.Suggestion for buildings, i heard that you will empliment them in the editor, well how about adding a function that makes buildings go online or offline mod when they are triggered? coulb very cool, for example you go into a triggered tile and it maked the turret too be turned on, like in Half-Life, sentry gun (turret)