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actor entities

PostPosted: 03 Apr 2012, 21:51
by unixfreak
Hi. I have been playing around with the actor entity for a while now and can't seen to figure out why the turret (or grunt) doesn't spawn.

I am loading the map in campaign mode, and here is what i set the turrets options to:
http://i.imgur.com/iZZnQ.jpg

At first i thought having multiple actor entities with the same "id" number was the problem, although having changed that it appears to still do nothing. Any ideas? Thanks.

Re: actor entities

PostPosted: 03 Apr 2012, 22:29
by Goku
they will only appear in campaign mode or with the onslaught mutator enabled.

Re: actor entities

PostPosted: 03 Apr 2012, 22:41
by unixfreak
Goku {l Wrote}:they will only appear in campaign mode or with the onslaught mutator enabled.


I realise that, although even when i enable onslaught or load the map in campaign mode they never seem to spawn :?

Re: actor entities

PostPosted: 04 Apr 2012, 08:31
by qreeves
unixfreak {l Wrote}:Hi. I have been playing around with the actor entity for a while now and can't seen to figure out why the turret (or grunt) doesn't spawn.

I am loading the map in campaign mode, and here is what i set the turrets options to:
http://i.imgur.com/iZZnQ.jpg

At first i thought having multiple actor entities with the same "id" number was the problem, although having changed that it appears to still do nothing. Any ideas? Thanks.

While I guess it is unclear what "id" does, I'm not sure why you're using it when you have no idea :P

In each map, there is a set of 16 "ID's" that can be used to change the map layout each time you start it. When the map starts, the server will automatically pick a random number (between 1 and 16) and only initialise entities with that id (or ones with an id of zero, which always spawn). This allows you to do things like semi-randomise weapon and enemy layouts, or make obstacles so the route you have to take through the map is different each time. Trigger id's are a way of mixing up the gameplay in your map, but so far nobody has really used it (the idea was original created for campaign, so the levels would have a certain level of re-playability).

Re: actor entities

PostPosted: 04 Apr 2012, 13:59
by unixfreak
qreeves {l Wrote}:While I guess it is unclear what "id" does, I'm not sure why you're using it when you have no idea :P

In each map, there is a set of 16 "ID's" that can be used to change the map layout each time you start it. When the map starts, the server will automatically pick a random number (between 1 and 16) and only initialise entities with that id (or ones with an id of zero, which always spawn). This allows you to do things like semi-randomise weapon and enemy layouts, or make obstacles so the route you have to take through the map is different each time. Trigger id's are a way of mixing up the gameplay in your map, but so far nobody has really used it (the idea was original created for campaign, so the levels would have a certain level of re-playability).


Awesome, i just set them all to 0 and it works now lol. Not sure why i didn't try that beforehand.
Thanks for clearing that up :D

Re: actor entities

PostPosted: 04 Apr 2012, 23:58
by raiden
qreeves {l Wrote}:In each map, there is a set of 16 "ID's"...
Trigger id's are a way of mixing up the gameplay in your map, but so far nobody has really used it (the idea was original created for campaign, so the levels would have a certain level of re-playability).


Ah an interesting information, I've also asked myself wherefore the Id number stands. On special maps this could be a useful feature.

Re: actor entities

PostPosted: 05 Apr 2012, 13:41
by TheLastProject
raiden {l Wrote}:
qreeves {l Wrote}:In each map, there is a set of 16 "ID's"...
Trigger id's are a way of mixing up the gameplay in your map, but so far nobody has really used it (the idea was original created for campaign, so the levels would have a certain level of re-playability).


Ah an interesting information, I've also asked myself wherefore the Id number stands. On special maps this could be a useful feature.

Quin has the best ideas. Someone should REALLY use this once.

Re: actor entities

PostPosted: 05 Apr 2012, 15:44
by wowie
I wonder. Build several platforms and walls out of models to semi-randomise map layout? have several defferent bot attack types in onslaught? randomised weapon locations (rocket placed in a different spot every game)? Combinations of the above?(bad day for alpha team, the platform with the rocket on it floated over to the omega base inbetween games) That last stunt would be annoying in competitive multiplayer, though, if it wasn't balanced properly. :x