FFA with multiple Commanders/Thugs

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General BlackDragon
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FFA with multiple Commanders/Thugs

Post by General BlackDragon »

Title says it all. Some of you may have tested my previous Alliance code rework. This is updated code, and now also allows the host to setup who is the commander and thugs on each team.

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Extract to your addon/missions/ folder in your BZ2 install. The dll is named Strategytest.dll, you can rename it Strategy02.dll or link it to a new map to test it.

Now go test! Let me know if there are any problems.


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Re: FFA with multiple Commanders/Thugs

Post by MrTwosheds »

Ill finish up and post the 14 player Mars map i'm making, for testing purposes. :)
I hope this works, the Idea of having 3 way+ strats with thugs opens up whole new possibilities.

Wondering how it copes with joiners?
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Re: FFA with multiple Commanders/Thugs

Post by General BlackDragon »

the joiners fill in the empty spots setup, just like normal
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Re: FFA with multiple Commanders/Thugs

Post by MrTwosheds »

Need to arrange some tests then.
Cat herding time... :cry:
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Re: FFA with multiple Commanders/Thugs

Post by S.cavA.rmyG.en »

now to see if this works with my RV.
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Re: FFA with multiple Commanders/Thugs

Post by MrTwosheds »

Nice try scav, you must by now have some appreciation of just how difficult it is to get anything multiplayer tested round here.
I will polish up this map with the code included for it alone and release it, in the hope that the active players will try it out, and hopefully it will all work out, they will like it and there won't be any bugs... that they won't bother to report anyway. :)
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Re: FFA with multiple Commanders/Thugs

Post by S.cavA.rmyG.en »

MrTwosheds wrote:Nice try scav, you must by now have some appreciation of just how difficult it is to get anything multiplayer tested round here.
I will polish up this map with the code included for it alone and release it, in the hope that the active players will try it out, and hopefully it will all work out, they will like it and there won't be any bugs... that they won't bother to report anyway. :)
yes I understad in fact not one bug has ben reported with my RV yet. :?
can't realy say wether its due to a lack of players trying it or just no one bothering to report. :|
so for now the most I got done is some LAN tests and some of the bugs fixed. :geek:
at lest the intended lack of blancing the RVs saves some time.
it would still be nice to have some true MP test games with 4-8 players. :|
and my RV dose work with this but all players must be commanders.
Last edited by S.cavA.rmyG.en on Sat Sep 22, 2012 9:03 pm, edited 2 times in total.
4 THINGS TO REMEMBER:
1.Professionals are predictable,amateurs are dangerous
2.If you can't remember, the Big Gun is always aimed at you.
3.If it's stupid but works, it's not stupid,it's crazy.
4.Anything you do can get you killed,even if it's nothing
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Re: FFA with multiple Commanders/Thugs

Post by General BlackDragon »

I should note that u can't "give command" for manymany hardcoded reasons i have no control over. but other then that...
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Re: FFA with multiple Commanders/Thugs

Post by MrTwosheds »

Just means that joiners will have to put up with the position given to them, I am beginning to like the sound of this :lol:
can't realy say wether its due to a lack of players trying it or just no one bothering to report
Both probably, problem with this site is its populated by modders, mostly, who generally don't get time to test other folks stuff.
You need to recruit some ordinary players to get stuff tested. Mpi players would be good for your RV thing. Strat players tend to be not so useful for testing stuff.
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Re: FFA with multiple Commanders/Thugs

Post by S.cavA.rmyG.en »

MrTwosheds wrote:Just means that joiners will have to put up with the position given to them, I am beginning to like the sound of this :lol:
can't realy say wether its due to a lack of players trying it or just no one bothering to report
Both probably, problem with this site is its populated by modders, mostly, who generally don't get time to test other folks stuff.
You need to recruit some ordinary players to get stuff tested. Mpi players would be good for your RV thing. Strat players tend to be not so useful for testing stuff.
noted, even though the target of the RV is FFA and strat players seing as it has almost no effect on MPI players mostly becouse I have yet to get a aip to work right to mach the players RV.
and with that I have gone far enouth off topic and will not go in to any further detail.
4 THINGS TO REMEMBER:
1.Professionals are predictable,amateurs are dangerous
2.If you can't remember, the Big Gun is always aimed at you.
3.If it's stupid but works, it's not stupid,it's crazy.
4.Anything you do can get you killed,even if it's nothing
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Re: FFA with multiple Commanders/Thugs

Post by MrTwosheds »

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A new map! including FFA teams +thugs dll
Download it here.
http://www.bzscrap.org/users/Mrtwosheds ... tions14.7z
Extract to Battlezone2 folder.
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Re: FFA with multiple Commanders/Thugs

Post by General BlackDragon »

yay! fixed first bug, the client shell had some ...typos. Shows what happens when i don't mod for 4 months then dig right into cfg work :P
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Re: FFA with multiple Commanders/Thugs

Post by MrTwosheds »

Re-uploaded
Hosted a war but nobody came... :cry:
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Re: FFA with multiple Commanders/Thugs

Post by S.cavA.rmyG.en »

MrTwosheds wrote:Re-uploaded
Hosted a war but nobody came... :cry:
sorry to hear that oh well there is allways next week end.
4 THINGS TO REMEMBER:
1.Professionals are predictable,amateurs are dangerous
2.If you can't remember, the Big Gun is always aimed at you.
3.If it's stupid but works, it's not stupid,it's crazy.
4.Anything you do can get you killed,even if it's nothing
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Re: FFA with multiple Commanders/Thugs

Post by General BlackDragon »

try making a 4 team strat map, people usually dont like 14 player /base maps.
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