Game Development Community

Multi-Gametype FPS starter update

by Zod · 12/02/2006 (2:26 am) · 2 comments

Well it's crunch time for me over at Masterdom so my planned release of the starter kit update is on hold for probably another week. I have crushed about 6 script fubars and added in a great new Deathmatch map by Jove Chiere.

One major fix is to do with radius damage and impulses. In my ripping out my old game code I left the radius damage function unable to apply impulses. This is fixed. If you wish to make this change yourself in the meantime. At the bottom of function radiusDamage replace the impulse code with the following:

if ( %impulse > 0 && %data.canImpulse == true )
         {
            %vec = VectorSub( %targetObject.getWorldBoxCenter(), %position );
            %vec = VectorNormalize( %vec );
            %vec = VectorScale( %vec, %impulse * %distance[%i] );
            %targetObject.applyImpulse( %position, %vec );
         }

Just make sure the objects you wish to have impulses applied have canImpulse parameter specified as true in the objects datablock.

A list of changes will be included with the update when I release it. I hope you all are geting some use out of the kit :)

#1
12/02/2006 (3:58 am)
Your update doesn't by chance include spawning spheres does it? I haven't been able to place a spawning sphere on an elevated DIF interior without the player model spawning on the terrain underneath the location where I moved the sphere.

That's the only trouble I've had with your build, Zod. All else is fantastic! Great job!
#2
12/02/2006 (4:42 am)
Zod,

I'm having a blast with your multigametype framework -- there's a lot of cool stuff in there. You may have already seen this, but aside from the impulse issues, there may also be a problem with weapon and other dynamic 'light' effects on terrain. It seems to work perfectly on interiors, however.

Anyway, thanks for the starter kit and the fixes.