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Topic Starter Topic: Overriding the gameplay entity key/value

Warrior
Warrior
Joined: 24 Jul 2005
Posts: 93
PostPosted: 08-29-2005 02:14 PM           Profile Send private message  E-mail  Edit post Reply with quote


I'm trying to make it so that if an entity has "gametype" "ctf" allow it which means that it would only be CTF, but i need to have it also do Reverse CTF so that the flags, and other static entities can spawn :(.

Any help would be great, thanks!

It would most likely be somewhere in here (g_spawn.c):

Code:
   if( G_SpawnString( "gametype", NULL, &value ) ) {
      if( g_gametype.integer >= GT_FFA && g_gametype.integer < GT_MAX_GAME_TYPE ) {
         gametypeName = gametypeNames[g_gametype.integer];


         s = strstr( value, gametypeName );
         if( !s ) {
            G_FreeEntity( ent );
            return;
         }
      }
   }




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Recruit
Recruit
Joined: 30 May 2005
Posts: 8
PostPosted: 08-29-2005 04:02 PM           Profile Send private message  E-mail  Edit post Reply with quote


I actually found a much simpler way to implement Reverse CTF, by leaving everything where it is, and then having a cvar (or even a flag of a cvar) just making players spawn on the other team's spawn points. For a slight cost of it looking a bit wrong, you get all of the game play and none of the horrible side effects of trying to create a new game type




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Warrior
Warrior
Joined: 24 Jul 2005
Posts: 93
PostPosted: 08-29-2005 04:08 PM           Profile Send private message  E-mail  Edit post Reply with quote


no id like it the way i want it.

    - Still spawn in your base.
    - Take your flag to their base.
    - "ctf" marked entities spawn.


what side affects anyway? anything >= GT_TEAM is a team game.

this isnt just a mod this would be an engine enhancement for q3 and ta. actually, reverse ctf is TA only.




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