New FFA Alliance code test:

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MrTwosheds
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Re: New FFA Alliance code test:

Post by MrTwosheds »

They would. But as ever the vocal minority continue to be somewhat deranged and unwilling to see past their own delusional self importance. Modders and Developers are the bad guys interfering with their game and they want no part in it, until its delivered to them all completed and working perfectly.
Best we try to arrange tests here amongst the relatively sane.
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MrTwosheds
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Re: New FFA Alliance code test:

Post by MrTwosheds »

Bump.
Inspired, I started making a new ffa map, and wondered if it would be possible to incorporate this Alliance code, without altering the stock ffa setup? (eg strategy03.dll)
So far its a Martian 8 player with small base area's to prevent Turtles from thriving.
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General BlackDragon
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Re: New FFA Alliance code test:

Post by General BlackDragon »

Yea just change the DLL name.

Though I do have a new DLL that has retweaked code, needs testing. Will upload tomorrow.

It now updates your respawn position at your recycler VEHICLE if it isn't deployed. Looking at the code, it looks like if you sent your recy vehicle off on it's marry way, and then died as a pilot, you'd respawn where you first spawned? Meh
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MrTwosheds
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Re: New FFA Alliance code test:

Post by MrTwosheds »

The shell pages would need renaming too? so they don't overide the originals.
Ie not cause bad assets or bugs.
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General BlackDragon
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Re: New FFA Alliance code test:

Post by General BlackDragon »

Shell pages would want to be renamed, but you can overwrite shell files without causing BA.
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MrTwosheds
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Re: New FFA Alliance code test:

Post by MrTwosheds »

Hows it going with the alliance code?
Would you be interested in using RJXFactions14 as a test bed map?
So far
Upto 14 players.
14 pools...
experimental sky dome
Biometal nodes.
Looks like this.
Image
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General BlackDragon
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Re: New FFA Alliance code test:

Post by General BlackDragon »

sure, i guess.
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MrTwosheds
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Re: New FFA Alliance code test:

Post by MrTwosheds »

I thought It would help getting the code tested, if it could be loaded in a way that does not cause BA's if it is not removed.
A 14 player test is a big ask in this community...
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General BlackDragon
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Re: New FFA Alliance code test:

Post by General BlackDragon »

Np.

Upload the map when it's finished.
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MrTwosheds
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Re: New FFA Alliance code test:

Post by MrTwosheds »

One question, you may not know the answer to, is about the order in which spawn points are used, or how I can arrange them in a way that makes some sort of sense. Normally spawn points are all team 0, so I assume that they are allocated in the order that they appear in the bzn? and that this may correspond to the list in the alliance code?
What I mean is, if 2 players started a game, I would want one in the north and one in the south (1st and 2nd spawns?) Not both in the north east corner for example. Or if 14 players started a game they might also want to be able to figure out where each player will start and configure their alliances accordingly. So a 7 vs 7 could be setup north vs south.
Maybe I should do something like all the odd number spawns north and the even south.
Or maybe I can specify the team number of the spawnpoint?
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General BlackDragon
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Re: New FFA Alliance code test:

Post by General BlackDragon »

The spawn code is the same as stock, i didn't mess with that.

It looks for a spawnpoint with the player's team number, or it just goes in order. Player 1 will be the first spawnpoint placed, 2 is 2nd, etc...
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MrTwosheds
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Re: New FFA Alliance code test:

Post by MrTwosheds »

That's what I thought, I think I'm going to have to draw a diagram to figure out the optimal distribution of spawn points, given the large number of different combinations the code will allow.
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MrTwosheds
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Re: New FFA Alliance code test:

Post by MrTwosheds »

Map is almost finished.
I don't think I can successfully rename the dll as it is named inside too? or rename the shell pages as presumably they are referenced by the dll.
No I don't code.
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Nielk1
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Re: New FFA Alliance code test:

Post by Nielk1 »

The shell pages set ivars, in this case custom shell pages are indeed used. Renaming a DLL does work though I prefer to use the name it was compiled under as the name is also internally kept, it just doesn't interfere in this case.

I would call it ExtendedFFA.DLL personally, until the code is finished and possibly made strategy02.dll proper.
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MrTwosheds
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Re: New FFA Alliance code test:

Post by MrTwosheds »

hmm
well I renamed it strategy03.dll
set the map to use that dll
renamed the shell pages bzshell_multi_fta.cfg etc
and set svar7 = "fta"
But it still pulls up the old shell screens when I load the map.
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