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Old 12-12-2009, 03:55 PM
ffcmike ffcmike is offline
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Update

As mentioned within another thread it is intended for Classic to have a System built to control (speed up the Development Time of and ease future improvements for) all team events.

Quite alot of progress has been made with this over the last week or 2, while there's some way to go yet CTF could just about be hosted in a basic working state without any extras or the hosting setup everyone is used to, which basically means while the game itself is working, such as base warps, death warps, flag carrying, scoring, game being won, teams and score being displayed etc, there isn't yet a class for entrances to set up teams and game mode etc, a system to actually be used for hosting the event, or GC controls (the scripts are prepared just this is intended to be more GUI based).

Once this is all ready it should be pretty easy to remake each team event, for instance I had been using Sumo to test CTF, but when it got to the point of testing alternative modes it only took a couple minutes to get Future working, and the same concept should also apply for when trying to implement a totally different team event.

The other highly significant area of progress is with finalisation of Movement, this doesn't directly affect gameplay to much extent, it's basically the difference between using onwall/2 checks and scripted wall checking (turned out to be a pretty big difference however) to ensure customisability in such things as whether certain tiles/npcs/players should be checked as blocking objects, or whether it should be all players/just your own player/every other player which is checked, so now there are small improvements to accompany custom systems such as Saints not blocking (outside of events and spars), dead players not blocking, no blocking of other players when you are obstructing a narrow path etc.

In the long run however this is something that will be a useful resource for content creation, it can be used for any clientside baddies for instance (in the past using onwall/onwall2 would sometimes see other players as blocking objects, or yourself as one inconveniantly).
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