Game Development Community

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.

#1
03/18/2002 (11:46 am)
I was thinking a trigger, actually.

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?
#2
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.. =)