Game Development Community

Multi-Gametype FPS starter kit Version 1.1

by Zod · 12/14/2006 (3:31 pm) · 38 comments

This is an updated version of the original kit. I fixed various scripting errors, added a new Deathmatch mission as well as new background and crosshair graciously supplied by Jove Chiere. This build has an updated spawn system which allows for greater flexibility for mission authors. It allows you to specify what type of spawn to use by changing the sphereWeight parameter in the spawnsphere objects instance. I have also aded in switching of seats while in a vehicle though there is no model in the kit that can utilize it. A small changelog is included but if you are merging you are best of using differencing program between the versions.

Download via fileplanet: mgstarter.zip

Mirror (Provided by Martin Schultz):
mgstarter.zip

Feel free to mirror, I'm sure people will appreciate it!

Enjoy!

SG Light editor fix. Apparently I did not include the light editor with the starter kit. Here is a functioning version. Simply extract into you MGStarterv1.1 directory. sgLightEditorFix.zip
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#21
01/17/2007 (5:40 am)
The greatest thing that i ever seen on gg resources, helps a lot...
also i'd like say about "Mechina" mod for Tribes2 game, it rocks me.. very impressive
also i tried to make mech modificaions and some sort of game on TGE, but fails, cause i am bad programmer :(
and i'd like to contact with u to make some sort of collaboration...
also i did some art for this pack in my free time and send u link...
#22
01/24/2007 (6:05 am)
This looks great ZOD, id love to use some of it in my game, like the voting system and gamemodes. Any way i could just take bits and peices from this, with your ok?

Also if it is OK,since i have 1.5, if i have any problems with it could i PM you on TW?
#23
01/25/2007 (10:36 pm)
@Alex
You can use anything you want, part or whole. But I warn most of it is interlinked so ripping pieces out would be no small task. PM away.

@Maxim
Thanks contact away, I would love some content for the kit ;)
#24
02/26/2007 (9:11 am)
How hard would it be to add arcane fx to this?
#25
03/01/2007 (10:35 pm)
This resource rocks!.

Zod, In your plans do you have to make a objetive mission (and them maybe a "freeze tag") ?
#26
03/02/2007 (7:27 am)
You could use this as a resource for your objective missions

http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=11601
#27
03/03/2007 (9:31 pm)
@acehart
It was written so that you can have many many different game modes with different rules. Like "Freeze Tag". Though freeze tag would require engine changes to work properly as there is currently no way to disable player movment aside from removing client control and thats imo poop.

Really you just need to look at the *Game.cs scripts. Pull out the game specific scripting and insert new game script. DefaultGame.cs is the "base" that all new ones are built on.

@Jason
I can't see what it wouldn't. Any scripting would have to be relocated. You would not be able to just drop in arcane fx scripts.
#28
03/09/2007 (12:40 pm)
I implemented the old spell resource in minutes just fine.

I don't need anything fancy

Oh and I made the grenades sticky so that they will stick to whatever you throw them at like a vehicle, building, or even a player.

I've even made my own loading images for my maps that display fine in the starting kit.

Awesome job
#29
03/16/2007 (10:08 am)
How about class selection?
#30
03/17/2007 (5:36 pm)
Class selection would require additional player datablocks for each class, a gui for selection and a modification of the CommonGame::createPlayer function so it uses the selected player class data.
#31
05/11/2007 (1:27 pm)
Do someone port it to TGEA already? I like the features already script in that starter kit and I'd like to use it as a base to avoid to rewrite all the same stuff. So if nobody have ported it, is there a way to know what's need to be change for it to work with TGEA.?
#32
06/26/2007 (9:11 am)
Hello,

Just wondered if this will work with the latest version of TGE 1.5.2
#33
06/29/2007 (12:23 pm)
William - Yes it is fully compatible.
#34
07/11/2007 (2:17 pm)
Hi guys,

I've read almost all the complete forums and this was just what I needed to get me started.
There is a little but, didn't find an answer anywhere.
I want this starterpack to run over the internet.
So here is what I did :
on the server side:
I opened up all ports from 28000 to 28200.
I altered common/prefs/prefs.cs to $pref::Master0 = "2:192.168.9.43:28000";
did the same in common/scripts/server/default.cs
and started the dedicated link wich came with the pack

on the client side :
I opened up all ports from 28000 to 28200.
I altered common/prefs/prefs.cs to $pref::Master0 = "2:192.168.9.43:28000";
did the same in common/scripts/client/default.cs

I start the client and I do querylan and it works perfect.
But here comes the but.... when I tried this on another client outside the lan where I tried every possible combination to get it to work over the internet it didn't work.
Changed the local ip's to the wan ip's on the clientside and so on.
The strange thing is when I check my ports with shields up and I know this from experience and the application is running the port should be open or stealth but they are closed.

Could someone help me out here I'm sitting almost a week on this problem.

Thnx in advance,
Johnny
#35
09/21/2007 (10:31 am)
Great resource, but I noticed a bug to report, when you start a multiplayer game and the clock starts, the clock will count up until the next key number is called. E.G: Match starts in 30 seconds will make the timer go to 00:30 and count up to 00:45. Match starts in 15 seconds will make the timer go to 00:15 and count up to 00:20.

@JohnnyD

Don't change that bit, leave it on the garagegames master server so other people will be able to use it. The master server stores the locations of all the servers, so when it contacts your address, it has no addresses stored. Alas, no servers are found. So set it back to the gg server.
#36
12/19/2007 (1:56 pm)
Greets All...

Zod, great resource! I'm curious if there is any documentation for SMS - I've searched for it but not found any. The reason I ask is that I'm having trouble gettting bots to work. They don't appear to be able to have an inventory. If I use the commands from the TDN doc and do this:

new AIPlayer(Bob) { datablock = "PlayerBody"; position = LocalClientConnection.camera.getPosition(); };

Bob.mountImage(CrossBowImage, 0);

Bob.incInventory(CrossbowAmmo, 5);

new AIPlayer(Dirk) { datablock="PlayerBody"; position=LocalClientConnection.camera.getPosition(); };

Bob.setAimObject(Dirk);

Bob.setImageTrigger(0,1);


...I get this error in the console:

common/scripts/server/shapeBase.cs (158): Unable to find object: 'CrossbowAmmo' attempting to call function 'getName'


...and I will hear the "Fire Empty" sound. In addition, if I kill a bot, its weapon is not left behind. This leads me to believe that the bots don't have access to the SMS inventory. Any ideas?


PEACE

G
#37
02/08/2009 (10:17 am)
One little typo that caused me a few hours of pain.

Item.cs line 98
if ( !isObject(%obj) || ( %col.getClassName() !$= "Player" 
&& %col.getClassName() !$= "AiIPlayer" ) || %col.getState()
 $= "Dead" || %col.isMounted() )

Should be:
if ( !isObject(%obj) || ( %col.getClassName() !$= "Player" 
&& %col.getClassName() !$= "[b]AIPlayer[/b]" ) || %col.getState()
 $= "Dead" || %col.isMounted() )

So That's why my bots aren't picking up anything!
#38
07/08/2009 (12:05 am)
Thanks again Zod, FYI I've managed to merge this right in with my custom .exe core and have been having fun finding out how to customize the kit into a game.

P.S. Everyone that helped create this will be in my Credits and if there is anything else that you would like ie. website info and/or email info I would be more then willing to add those as well!

btw: Tank Pack (because the tank is a player) and Stryker IAV (because of model scaling/collision issues) have been a major pain to make compatible, and because of the work needed to fix those I have been concentrating on the more advanced FPS features instead.

Either way, most useful Starter Kit i've found!
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