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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#1
12/14/2006 (4:29 pm)
Thanks..
#2
12/14/2006 (4:37 pm)
Yea, this is great! Thanks
#3
12/14/2006 (5:08 pm)
Excellent! Can anyone mirror this so we don't have to use Fileplanet?
#4
12/14/2006 (9:43 pm)
I hate fileplanet. Could you e-mail it me and I mirror it on my server?
#5
12/14/2006 (10:53 pm)
Thank you guys.
#6
12/15/2006 (12:14 am)
Got it, thanks. :-)

Here's my mirror link: mgstarter.zip
#7
12/15/2006 (10:45 am)
ABSOLUTELY AWESOME! You ROCK! :D

Thanks again for a GREAT resource.
#9
12/16/2006 (11:08 am)
Thanks, Zod! Your 'default' is so well done. Is it possible to include the taunt system[voice/text] over the chatHud?? I did all the voiceTaunts for our UTv436mod BADLANDS...and would love to have those connected. I finessed[fixed: got text over the messageHud] a developed system for our TGE version of the theme[worked ok], but it seemed to already in place, but needed someone to bring it forward...;)? I'd even fire up a recorder and do some new ones...lol, work up some rude retort scripts and I'll provide a 'voice' actor[indyStyle]....lol. Interested?

...and it is correct? That the engine used is a nonModified build? Stock?

...and, oh. I have a female mesh[animated], how can I get her to appear thru the UI?
#10
12/19/2006 (6:34 am)
Thanks again for a great resource.
#11
12/19/2006 (1:32 pm)
Rex: You would have to add some type of guitextctrl to the playgui and direct the taunt messages to that. This kit allready has a quick chat feature which includes a taunt section. It is just a matter of editing that section.

Yes it is a non-modified TGE build. Totally stock out of the box TGE C++

I do not understand the question about the demale char. Do you mean add to the game as a player object? If so, then it is just a matter of creating the proper datablock and letting CommonGame know to use it in the ::createPlayer function.
#12
12/20/2006 (9:15 am)
Thanks, I'll be poking around the HUD, must be confusing this resource with a playerSelection which had a choice for female player, although I thought it appeared as a choice in the MP setup?? It will take me some time to follow what is going on, although I already see the parallels to T][ and the grenades... I'm trying to put together a 'trap-like' mine object. Like a leghold trap, toss it out and it opens up and waits for a collision, then latches on and drains away health...the projectiles just wouldn't do it; I see the need to create another object and let it take over...thanks again.
#13
12/22/2006 (8:01 am)
Hello,

I left a post on the original Pack thread and wanted to verify that the kit works or not with TGE 1.5. Thank you for this outstanding kit.
#14
12/22/2006 (11:59 am)
Willian, this kit is using 1.5 and will also work with 1.4.2
Rex, no, no female selection, in fact no player selection at all. For the legtrap, I would work it like the grenades .
#15
12/26/2006 (9:12 am)
awesome, thanks so much for this
I've already incorporated the zoom/sniper feature and the particle beam used at the CTF points.
#16
01/12/2007 (1:06 am)
Great contribution Zod, this starter kit has certainly taught me alot. Althought everything about it is amazing, I do have one problem I can't seem to get around.

In the world editor once I start up the lighting kit menu. As soon as I click on the "Light DB" or "Lighting Model" drop-downs torque quickly freezes and crashes :\. I've worked for a good part of the day trying to figure out with no success. In console:

"onwake state

sgLightDBList

-1
Cannot find menu item 1001 for setMenuItemChecked.
Cannot find menu item 1002 for setMenuItemChecked."

Would appreciate any help. Thanks, Chris.
#17
01/12/2007 (12:38 pm)
Chris, it looks like I was missing some gui files for the light editor. I put them in and get the same crash. I believe it has to do with the light editors gui profiles. I'll take a look and post a fix if possible. Thanks for letting me know.
#18
01/12/2007 (2:10 pm)
No problem, I debugged and get this message:
guiscrollctrl.cc at line 108.
"Failed to create the bitmap array"

Just reporting incase its any help, I've still been looking at it, but can't say im any closer. Although im only really a novice scripter. Hopefully you have more luck :).

Chris
#19
01/12/2007 (2:56 pm)
Fix is up Chris. 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
#20
01/12/2007 (3:37 pm)
ooo thank you! Very big thank you :). Works perfectly!

Chris
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