Flag Codes [Fixed]

Flag Codes [Fixed]

Postby Karoushi » 07 Sep 2012, 15:51

Does anyone know how the flag codes in editing work?

I can't seem to get them setup how I want them because I genuinely have no idea how they work or what number is for what, I just have to randomly insert numbers until I get a combination of modes/mutators that looks okay.

The problem this causes is when you try to play the map on certain modes/muts, for example, on the armiger map I am featuring CTF/DTF/Bomberball etc but only certain modes will work. I've adjusted my default flags so they have no codes and will work with anything, but the problem comes when trying to have different sets of flags. I want to have a single DTF King flag in the center of my maps, while ignoring the other default flags that are used in multi-DTF/CTF/etc.

Right now, the only way I can get this to happen is if I set the CTF flags to "not DTF" then the single king flag will show in the center of the map on King DTF but now the default flags won't work with normal DTF. I can't figure out why this has to be so ..un-intuitive.

So, does anyone know the codes that can make this easier? All I want are four default flags that work for all the modes/mutators then one flag for DTF King (That only shows in DTF/King). It seems though, that when you set a flag to CTF/DTF/etc then try to setup a single flag for a specific mode, the other flags will still show on that mode even though they do not have the mode/mutator code set for it, very frustrating.

What mode/mutator code can make the flag do this? Does anyone know what the code for DTF King is? I know it is gsp3 but the only codes I can make up that have gsp3 in it are stuff like "70111" and that just doesn't cut it. Is there a number for JUST DTF gsp3? These flag codes are a pain in the bum and are pretty much the only problems, functionality wise, with my maps.

Even when I set the codes for the flags they will show up in modes/mutators that they aren't suppose to, so I really don't know what to do/try anymore - inserting random numbers isn't good enough.

Does it work based on the server config comments? "convenient to set using a sum of $mutsbit* vars" What does that exactly mean and how do I do that math, if that is math. convert the text of the mode into bits? I am confused...

Can anyone help me out?
Last edited by Karoushi on 09 Sep 2012, 22:22, edited 1 time in total.
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Need Help With Affinity Mode/Muts Flags

Postby Karoushi » 08 Sep 2012, 15:08

qreeves {l Wrote}:Please create new posts on this thread, otherwise I will not be notified of updates to it.


Okay, I would like to add my other maps but I am having problems with the flag codes, Multi-King DTF will not function properly and uses the no-code flags on the map instead of the King-DTF flag with the gsp3 code.

It is frustrating me and making me not want to make maps anymore since I can't get them to work properly and nobody is helping me...

EDIT:
Agh, the reason it is frustrating is because I will get one mode to work but then it breaks another...

Now Multi-King DTF works but Normal Teamplay King DTF doesn't work.

These flag mode/mutator codes are so irritating.
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Re: Need Help With Affinity Mode/Muts Flags

Postby qreeves » 09 Sep 2012, 06:54

Moved to RE Help & Support. "Submit your content for inclusion" is not the appropriate place to seek support. I will need further information about your issue, and an example on how to replicate it.
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Re: Need Help With Affinity Mode/Muts Flags

Postby Karoushi » 09 Sep 2012, 07:53

qreeves {l Wrote}:Moved to RE Help & Support. "Submit your content for inclusion" is not the appropriate place to seek support. I will need further information about your issue, and an example on how to replicate it.


Yeah sorry about posting in the wrong spot but I knew posting there would get your attention.

One of my maps, Armiger, should be a pretty good example of either my mistake in setting the codes or something broken with the codes.

viewtopic.php?f=73&t=3459

A reproducible test would be :

1. you want to have four flags and then a separate flag for King DTF
2. Other flags will show up in King DTF, but not the King DTF flag.

Example on Armiger map: Multi-King DTF will work with the correct flag in the center, but Team-King DTF chooses one of the flags in the towers instead of the flag with the gsp3 code for King DTF. I hope it is something simple that I missed instead of broken flag codes or something, however right now I must go to sleep my eyes burn.

What I really want to know is if there is a flag mode/mut code for JUST King DTF...all I can figure out are long strings of numbers that include a bunch of random modes/mutators.

Basically I just want to make my maps as playable as possible so four basic flags and then a king DTF flag/bomber ball goals/etc. All the other modes work except King DTF so far. I really like the King DTF mode and I want to incorporate it into my maps and even make maps designed around the mode itself...
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Re: Need Help With Affinity Mode/Muts Flags

Postby qreeves » 09 Sep 2012, 08:44

You don't even need to make a specific flag for that mode/mutator combination, RE will always pick the center-most neutral flag from all the team flags and only enable it in king-dtf. The only thing you really need to do is, if you have other neutral flags in the map, disable them in bomber-ball. You don't think I'd sit there and update EVERY map each time I add a new mode or mutator, do you? Not at all, I make the code do the work for me where possible :P
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Re: Need Help With Affinity Mode/Muts Flags

Postby bonifarz » 09 Sep 2012, 11:33

Karoushi {l Wrote}:Yeah sorry about posting in the wrong spot but I knew posting there would get your attention.


In contrast to this one? viewtopic.php?f=74&t=3479 - could be merged ;)

Karoushi {l Wrote}:What I really want to know is if there is a flag mode/mut code for JUST King DTF...all I can figure out are long strings of numbers that include a bunch of random modes/mutators.


I guess that is nothing new for you, but I find it easier to see those mode/mut integers as a bit-sequence. So if you want to get a specific combination, just sum up the bits. gsp3 seems to be the 17th mutator, so 2**16=65536. I have no clue what gsp1,2,3 really stand for, though. Mode specific muts as you suggested could be true, but is that meaningful at all?
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Re: Need Help With Affinity Mode/Muts Flags

Postby qreeves » 09 Sep 2012, 11:55

GSP = Game Specific, for each mode there is a possible 3 mode specific mutators. There's a programmatic reason I re-use these slots depending on the game mode being played, the biggest of which is that I don't want to run out of 'bits' I can use potentially for new mutators (technically, we have 32 mutators/bits before we run out), but also because unless you're playing a specific game mode, those mutators are useless.

GSP's for each mode:

demo = none
editing = none
deathmatch = none
capture = "return", "defend", "protect"
defend = "quick", "conquer", "king"
bomber = "hold"
trial = none

Note: you can easily figure out the bitwise numbers for a mode or mutator using the handy variables provided by the game.

$modebitdefend = bitwise representation of the "defend" mode number
$mutsbitgsp3 = bitwise representation of the "game specific 3" mutator (in the case of defend, this would be "king")
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Re: Need Help With Affinity Mode/Muts Flags

Postby Karoushi » 09 Sep 2012, 15:52

qreeves {l Wrote}:You don't even need to make a specific flag for that mode/mutator combination, RE will always pick the center-most neutral flag from all the team flags and only enable it in king-dtf. The only thing you really need to do is, if you have other neutral flags in the map, disable them in bomber-ball. You don't think I'd sit there and update EVERY map each time I add a new mode or mutator, do you? Not at all, I make the code do the work for me where possible :P


Okay, that is kind of what I was thinking but I didn't know for sure (since I am not the programmer for this game, you know how that works) how exactly it was working. I was looking on other maps the other day to find out and I did kind of set up my flags the same way (not DTF, not bomber-ball - nivell is a good example of this) but I seemed to not be able to get the jist of it I guess. I suppose it was just my perception that I could set the flag codes and those flags would be set to those modes. I guess they are only suited for a very specific reason.

@ Bonifarz - "2**16=65536" Yes that is what I need to do/figure out, but I am horrible at math so I can't even figure out where to start for some reason. Is that Two to the power of 16? How did you deduce that out of the mode? And about the thread, no I posted this one "Flag code" and nobody replied so I posted in the inclusion thread to get reeves attention. ._.

@ reeves how can I use/figure out those bitwise numbers if I am not that great at math? I don't know how to figure them out but apparently bonifarz does :P

Either way I will adjust my maps, thank you for finally explaining it even though it seems to be fairly straight-forward I guess trying to figure this stuff out in the middle of the night is my downfall.


Oh Wow okay now I see you can just input the code "$mutsbitgsp3" right into the flag and it will give you the code. I didn't know that, I thought I had to figure out the number on my own. :/
Damn alcohol! Haha

Here is the list from the server config file for all those that didn't get it at first, like me:

flag mutators, convenient to set using a sum of $mutsbit* vars (* multi, team, coop, instagib, medieval, ballistic, duel, survivor, arena, onslaught, jetpack, vampire, expert, resize, gsp1 = first mode variation {ctf-return, dtf-quick, bomber-hold}, gsp2 = second mode variation {ctf-defend, dtf-conquer}, gsp3 = third mode variation {ctf-protect, dtf-king-of-the-hill})

Now I fully understand.

If you want a mode simply, instead of guessing and putting in random numbers, type in $mutsbit* where the Asterisk(*) represents the mode you wish to use!
So if you want bomber ball hold you would simply put "$mutsbitgsp1" into the mutator code position on the flag and it automatically sets the required numbers.

It wasn't so clear at first but now I understand, perhaps a better definition/example/explanation needs to be put up somewhere.

Edit:

That didn't really fix the issue though for some reason, I have it setup as you mentioned with a neutral flag in the center of the map but it doesn't use it for king DTF it uses one of the team flags. (In my Armiger map)

Seems to be a misunderstanding in what you said, as I just tested it and it won't use a neutral flag in the center of the map with the mode set to DTF and the mutator set to gsp3 but if I set that same flag to a team it works. So it doesn't pick a neutral flag... That is the problem I have been having!

Edit2:
Okay I figured it out for my armiger map, DTF king was selecting the Red team flag, so I had to set the center flag to the red team for it to be recognized by King DTF. It doesn't use a Neutral flag like you said reeves, is that a bug or perhaps just a mixup?
Last edited by Karoushi on 09 Sep 2012, 20:04, edited 1 time in total.
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Re: Need Help With Affinity Mode/Muts Flags

Postby bonifarz » 09 Sep 2012, 19:48

Karoushi {l Wrote}:@ Bonifarz - "2**16=65536" Yes that is what I need to do/figure out, but I am horrible at math so I can't even figure out where to start for some reason. Is that Two to the power of 16?

Yes, it is. The maths are simple, but as you found out, you won't need to compute anything here. Thanks for pointing this out, Quin. By the way, another similar issue are colors of particle entities and tinting on mapmodels. I usually compute the required decimal value from the 3 byte rgb value.
Karoushi {l Wrote}: And about the thread, no I posted this one "Flag code" and nobody replied so I posted in the inclusion thread to get reeves attention. ._.

That is actually what i meant with my comment.
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Re: Need Help With Affinity Mode/Muts Flags

Postby Karoushi » 09 Sep 2012, 19:59

bonifarz {l Wrote}:
Karoushi {l Wrote}:@ Bonifarz - "2**16=65536" Yes that is what I need to do/figure out, but I am horrible at math so I can't even figure out where to start for some reason. Is that Two to the power of 16?

Yes, it is. The maths are simple, but as you found out, you won't need to compute anything here. Thanks for pointing this out, Quin. By the way, another similar issue are colors of particle entities and tinting on mapmodels. I usually compute the required decimal value from the 3 byte rgb value.
Karoushi {l Wrote}: And about the thread, no I posted this one "Flag code" and nobody replied so I posted in the inclusion thread to get reeves attention. ._.

That is actually what i meant with my comment.



Oh okay and for particle colors you can just use Hex Color codes, on the internet just search for that.

http://www.nthelp.com/colorcodes.htm

If that is what you meant by that.
That is the link I found awhile ago and have been using.
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Re: Need Help With Affinity Mode/Muts Flags

Postby bonifarz » 09 Sep 2012, 21:43

Karoushi {l Wrote}:
bonifarz {l Wrote}:Oh okay and for particle colors you can just use Hex Color codes


Neat, a leading 0x does the job... I should have guessed that from the user interface for editing the weapon variables. Thanks for the clue =)
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Re: Need Help With Affinity Mode/Muts Flags

Postby Karoushi » 09 Sep 2012, 22:23

bonifarz {l Wrote}:
Karoushi {l Wrote}:
bonifarz {l Wrote}:Oh okay and for particle colors you can just use Hex Color codes


Neat, a leading 0x does the job... I should have guessed that from the user interface for editing the weapon variables. Thanks for the clue =)


Yeah no problem, I only knew because of my almost extensive knowledge of color codes due to making websites and hosting a webserver.
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