Mission Objectives
by Adrian Wright · in Torque Game Engine · 03/18/2002 (10:39 am) · 6 replies
Has anyone played with setting up mission objectives? For example if Team A blows a Generator X, the game is over?
Please charing anything you have done or any ideas of easy ways to implement this.
Please charing anything you have done or any ideas of easy ways to implement this.
#2
Item - anything, just something you can carry and it flags as being carried in your inventory.
1) touch item
2) take item to area
3) enter area
4) stay in area for n seconds
5) remove item from area
6) have n players in area
7) destroy item
8) multiples of the above
Basically, most of these can be tied to trigger an action, an action being a function that does something (scripted sequence or whatever) also, a trigger may actually count for each of these events THEN trigger. Or finally, it may be a multi-trigger action, in which case it looks for a number of these events to happen.
Basically, 90% of games use very simply mechanics.
Phil.
03/18/2002 (11:46 am)
Here's my partial list of objective types to code.Item - anything, just something you can carry and it flags as being carried in your inventory.
1) touch item
2) take item to area
3) enter area
4) stay in area for n seconds
5) remove item from area
6) have n players in area
7) destroy item
8) multiples of the above
Basically, most of these can be tied to trigger an action, an action being a function that does something (scripted sequence or whatever) also, a trigger may actually count for each of these events THEN trigger. Or finally, it may be a multi-trigger action, in which case it looks for a number of these events to happen.
Basically, 90% of games use very simply mechanics.
Phil.
#3
03/18/2002 (1:59 pm)
but is there a endgame state? that is already defined in the game? That would tell the server that game is complete?
#4
03/20/2002 (8:29 am)
This answer to this was apparent in the Realm Wars Release :)
#5
09/23/2007 (9:08 am)
I'd like to see something like this, GoldenEye - Medal of Honor - TimeSplitters kind of thing.
#6
09/23/2007 (9:19 am)
This thread is 5 years old.. =)
Torque Owner Edward Gardner
Make a destroyable object (say an immobile vehicle, already has damage functions) that gets spawned when the mission starts (like the way you want to do vehicles) then tie a script event to it's destroyed state?
Think that will work?