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Post by dogofwar on Dec 8, 2019 2:03:42 GMT 1
Is it possible to hardwire in a specific amount of game time?
For instance; If my map is an assault type map, game time factors in when it comes to balancing the map. Too long favors the attackers and too short favors the defenders. And players unfamiliar with map will have no clue about such things, and will enter game times that are totally wrong for the map scenario.
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Post by LupusMechanicus on Dec 8, 2019 2:35:17 GMT 1
It is possible, but with a bit of LUA scripting, you may add more reinforcements for the attackers as the battle drags on, or destroy certain vehicles for the defenders as part of attrition. It's up to you honestly. All it needs is a bit of imagination and a metric-ton of time to implement it.
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Post by dogofwar on Dec 8, 2019 7:51:00 GMT 1
So then, hardwiring a set amount of game time is not possible then?
Like say I want a map of mine to be hardwired to end in 60 mins, where no one hosting it can change it.
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Post by [BMG]Neutro on Dec 9, 2019 23:32:55 GMT 1
i think its possible to at a countdowntimer (quintaxel have such script) but the question is what should happen when the time is over?
For a Flag aussault map it would end for a win of the defender team if they still hold the flag right?
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Post by dogofwar on Dec 10, 2019 2:18:26 GMT 1
Yes, that is correct, except that my maps are flag control maps that play like assault maps. So winner is still decided based on flag points.
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Post by [BMG]Neutro on Dec 10, 2019 3:14:09 GMT 1
Well if we integrade a countdowntimer (no other option i see at this point) we cant tell BK that the team with the most flagpoints win because their do not exist such function to count the flagpoints in the lua.
BUT we could count the remaining units of a the Teams and the Team with the most units left win....
IF timer is 00:00 then do .. count units of Team A & B .. Win for the Team with the most units alive
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