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Plan for Harold "LabRat" Brown

by Harold "LabRat" Brown · 03/29/2002 (11:43 pm) · 4 comments

OK I finished up the basic flag information for the 3 "flags" I was making for the Realm Wars demo.

Right now you can add a flag to a mission, people can pick them up and when you die the flag drops where you were killed.

Everything is packaged into a zip that contains the flag.cs file, a readme.txt with information on what other files need to be changed and the 3 flag .dts files, the texture files I used and the Milkshape 3D files for all 3 flags.

realmwars.feylab.com/downloads/rw_flags.zip

UPDATE:

Just a bit of an update.. I have the ammo switching gode all done now and just have to figure the easiest way to do the instructions.

#1
03/30/2002 (1:01 am)
Sweet flags!! But my Orc refuses to pick it up - he doesn't collide or anything, he just runs straight through all the flags and onPickup is never called... am I missing something?
#2
03/30/2002 (2:25 am)
Whoops... forgot to add the following:

You must set your player maxInv for the flags:

maxInv[Flag1] = 1;
maxInv[Flag2] = 1;
maxInv[Flag3] = 1;

in the datablock PlayerData(LightMaleHumanArmor)
#3
03/30/2002 (3:35 am)
Cool, I'll get this in the TA build4 today.

Just thinking about what else to add.

Thanks labbie!

Phil.
#4
03/31/2002 (8:55 am)
Labbie! i added the flags in just now. i was thinking, whats the best way to respawn the flag on capture? I guess just placing a flag marker at the flag spawn point and creating a new flag at that position...

Ah well..

Anyway, flags in, just about to test.

Phil.