Territorial control...
- adameros
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Territorial control...
I would like bases that change to the color of the last team to drive over them. You could then have maps where each team would start with a base, and there would be several neutral bases. When one team turns all the bases to their color (or at least turns all the enemy bases to their color), they win.
Re: Territorial control...
That Would Be Great For Mobile Forts.
A Team Would Start Out With A Fort And Could Capture More Forts,Sorta Like A Territorial War
A Team Would Start Out With A Fort And Could Capture More Forts,Sorta Like A Territorial War
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- Spazzy McGee
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Re: Territorial control...
I really like this idea, would be good as a new 'official' game mode. I guess a team would win a point when all bases were that team's colour, everyone would die, and bases would be set back to 'colourless'.
I see it working well for BZFlag.
I see it working well for BZFlag.
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- adameros
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Re: Territorial control...
Maybe not in the initial version, but if someone wanted to up the difficulty, you could have a world variable that would specify how many seconds someone had to hold the base to change it's color.
Re: Territorial control...
Very cool. Reminds me when I played some PS2 game and you had to "tag" (spraypaint) areas of the map to gain control of it.
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Re: Territorial control...
This should be relatively easy to implement using a server side-plugin.
You would use meshes (or meshed objects), as the bases, with physics
drivers for contact detection (as was done in the original AHOD map).
To mark a base's ownership, you could use a dynamic color attached to
a BZDB variable (added in SVN r12986, 2.0.12 iirc), and possibly have the
plugin place an unreachable team flag above the base (which would also
be visible in the radar).
You would use meshes (or meshed objects), as the bases, with physics
drivers for contact detection (as was done in the original AHOD map).
To mark a base's ownership, you could use a dynamic color attached to
a BZDB variable (added in SVN r12986, 2.0.12 iirc), and possibly have the
plugin place an unreachable team flag above the base (which would also
be visible in the radar).
Re: Territorial control...
Hm, maybe BZDB controlled dynamic colors aren't available in any
2.0.x releases (based on the following):
SVN r12781: Bump proto to 37, and rev to 2.1.7
(r12781 comes before r12986)
2.0.x releases (based on the following):
SVN r12781: Bump proto to 37, and rev to 2.1.7
(r12781 comes before r12986)
- Agent West
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Re: Territorial control...
a variation of the idea: specific super flags spawn on a base (rogue base maybe). when that base is captured, it turns the team color and only players from that team can get flags from there.
there is only one problem: it might be hard to implement the flag-to-team idea since it should either be a drivethrough base with flags in it (only drivethrough to a controlling team) or it should somehow change flags themeselves so that the other team can't get them.
there is only one problem: it might be hard to implement the flag-to-team idea since it should either be a drivethrough base with flags in it (only drivethrough to a controlling team) or it should somehow change flags themeselves so that the other team can't get them.
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