As I have noticed, also with three flags there comes a system with some invisible barriers and gatedoors disappearing upon a given flag being captured. That being said, I hope that KingArthur will reveal the missing information, thereby patching the gap in our knowledge of the NeoGK-augmented Native module.
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Tutorial: How to create maps with NeoGK
Posted 20 July 2019 - 02:18 AM
I have found the solution on my own, there is no need for KingArthur to reply to this thread, save for a brief commentary about barrier_16m and door_b and maybe other props and their var_no1 and var_no2 values.
- For the flag that will be captured first, the Entry Point is 68,
- for the flag that will be captured second, the Entry Point is 67,
- for the flag that will be captured third, the Entry Point is 66.
There are primarily two props that disappear upon a given flag being captured: barrier_16m and door_b; I do not know about any other ones besides these. However, it is not known to me about their var_no1 and var_no2 and their values that get triggered when a given flag is captured; since I checked those props in Rochester Castle and Minas Tirith I assume and am not entirely sure that for the door_b prop var_no1=1 enables the vanishing of the prop and var_no2=1 or 2 or 3 force the prop to vanish after the respective checkpoints are passed. For the barrier_16m prop in Rochester Castle its properties went as follows: the var_no1=10 and var_no2=1; same prop with such properties was not found in Minas Tirith. Since on the former map there was only one kind of such prop with same properties, I have not enough data to juxtapose with each other and deduce what var_no1 and var_no2 values of the barrier_16m prop enable. For var_no1=10 I have no idea, var_no2=1 maybe forces the prop to disappear after the respective flag is taken.
If making a large scene for siege, it is useful to use the barrier_8m prop and its properties, so that the attackers do not have to walk endlessly from the original spawn point. One has to place it onto terrain that will be walked on the highest amount of times, in order to ensure that said prop will trigger the closest spawns for the attacking team's members.
- var_no1=10 - checkpoint (hereinbelow called "CP") floor 1 - if the attackers step onto this prop with such properties, then their allies spawn from Entry Points 70-79,
- var_no1=11 - CP floor 2 - if the attackers step onto this prop with such properties, then their allies spawn from Entry Points 80-89,
- var_no1=12 - CP floor 3 - if the attackers step onto this prop with such properties, then their allies spawn from Entry Points 90-99.
A person that passes a given CP gets some bonus gold. The order of CPs goes as follows: 1<2<3, therefore they are still effective after the next one is passed, but not stepped onto, according to a not well-written and grammatically incorrect sentence - that was later rephrased by myself - by a NeoGK documentator or developer. The part of my rephrased sentence that is underlined might be neither true nor apt, but that is because of the bad wording of the person responsible for documenting the NeoGK modification, although I used my reasoning and logic skills to the best of my ability and perhaps I captured the essence of said sentence while using better words.
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Posted 30 December 2019 - 05:11 AM
Would be nice to have a exact list of features and how to do them that is not listed in a the NeoGK guide document.
What are these features? Only battering rams, three flag system and props related to it are not listed in the guide. That is because said things were added later to the NeoGK-augmented Native module when a guide had already been written.
Posted 30 December 2019 - 12:50 PM
I'm talking specifically about the spawn system, if you look at the Rochester scene you will find several non explained entry-points. First example, the camp outside the castle has many defense entry-points that is only used until attackers capture the first flag and pass the first check point. How is this tied to the barrier_8 and 16m props? Also, defense uses entry-point ranges in the 80-90 range. How is that accomplished?
Other things that also could be explained is what zz_active_points with varno 120 does to the scene.
Several things not explained in the documents or in this thread.
Posted 15 February 2020 - 07:54 PM
Siege Ram: Max 1 [spr_viking_stable_a] scale: [x=0.46 y==0.5 z=0.28] VarNo:110 [spr_counter_tavern] scale: [x=2.4 y=2.4 z=2.4] VarNo:110 [spr_crude_fence_small_b] scale: [x=3.5 y=3.5 z=2.6] VarNo:110 [spr_winch] scale: [x=1.0 y=0.8 z=0.8] VarNo:110 [spr_belfry_wheel_old: 2piece] scale: [x=0.6 y=1.0 z=1.0] VarNo:110 [spr_zz_active_point] VarNo:110 VarNo2:same of portcullis [Important!]: Set the target portcullis to var_no2 = var_no2 active point and its control winch too. Otherwise the siege ram doesn't know where to go.
Added so people can find it more easily.
Posted 21 June 2020 - 11:20 AM
I compiled this list of known outer terrain types if anyone was wondering what the possibilities are:
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Posted 23 June 2020 - 10:34 AM
Deathmatch entry point spread for making the spawns (0-63) more random and mixed. One example.
5 main groups with 2 subgroups in each main group. Like this:
Main group A:
0, 5, 10, 15, 20, 25 and 30 (Team 1)
36, 41, 46, 51, 56 and 61 (Team 2)
O is the starting spawn for Team 1 in modes like battle
Main group B:
1, 6, 11, 16, 21, 26 and 31 (Team 1)
35, 40, 45, 50, 55 and 60 (Team 2)
Main group C:
2, 7, 12, 17, 22 and 27 (Team 1)
34, 39, 44, 49, 54 and 59 (Team 2)
Main group D:
3, 8, 13, 18, 23 and 28 (Team 1)
33, 38, 43, 48, 53, 58 and 63 (Team 2)
Main group E:
4, 9, 14, 19, 24 and 29 (Team 1)
32, 37, 42, 47, 52, 57 and 62 (Team 2)
32 is the starting spawn for Team 2 in modes like battle.
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