Hellsfury
11-04-2009, 07:24 PM
So I have basic inquires about the potential of certain idea's being realized with in the limits of Tribes code.
1) Changing how inventory is classified or "carried" by the player. For example, changing the Deployable Pulse sensor so that it's carried in place of a weapon (in inventory) instead of as a backpack. Or, changing a Camera so it's carried like a Grenade or Beacon, instead of a backpack. All of this, without changing the deployable function of the item itself.
2) Changing how the Sensor System works. Adjusting how the game decides what is visible and not visible in the HUD or the Command map (and by whom or by what).
3) Disabling or Enabling elements of a players HUD remotely. So, the game could toggle off or on certain elements of a players hud. A player who was "stunned" or under the effects of "Sensor Jamming" would momentarily lose his Radar and Waypoints or his Chat or Status Indicators (ect).
4) Control of the Respawn Routine. So the game could dynamically direct where how and when a player might respawn. Such as the game preventing players from spawning near an objective if a certain object is destroyed or allowing a player revive another player if they havn't clicked-in to respawn yet.
well this thread is pretty worthless because tribes 1.40 is coming out soon and it is going to completely redone.
It will certainly have far more potential than the current absurd mess that is tribes.exe.
Plasmatic
11-05-2009, 12:26 AM
So I have basic inquires about the potential of certain idea's being realized with in the limits of Tribes code.
1) Changing how inventory is classified or "carried" by the player. For example, changing the Deployable Pulse sensor so that it's carried in place of a weapon (in inventory) instead of as a backpack. Or, changing a Camera so it's carried like a Grenade or Beacon, instead of a backpack. All of this, without changing the deployable function of the item itself.
2) Changing how the Sensor System works. Adjusting how the game decides what is visible and not visible in the HUD or the Command map (and by whom or by what).
3) Disabling or Enabling elements of a players HUD remotely. So, the game could toggle off or on certain elements of a players hud. A player who was "stunned" or under the effects of "Sensor Jamming" would momentarily lose his Radar and Waypoints or his Chat or Status Indicators (ect).
4) Control of the Respawn Routine. So the game could dynamically direct where how and when a player might respawn. Such as the game preventing players from spawning near an objective if a certain object is destroyed or allowing a player revive another player if they havn't clicked-in to respawn yet.
1) Did this in my Tribes 1 Vengeance mod. Deployable items came up in weapon rotation with and deployed with a throw. http://www.tribes0.com/ven11dec04.zip
2) This is a setting in an objects datablock. Changing an objects team may also remove it from your command map based on where sensors or players are.
3) Toggling elements is possible with a client script plugin. Waypoints are handled by the server.
4) Spawn points can be controlled by objective switches, but most maps don't take advantage of this. I did a few maps that used this, one was called 'Scooby snack' -no idea why I called it that... Beyond that, a mod can control where players spawn as much as the author intends. Annihilation mod adds spawn points for each drop ship, and nearly anything else is possible. When I get around to it, I'd like to weight spawn points based on damage done during a map cycle to reduce the effects of camping.
Just about any idea you can come up with can be done in a mod, but most players here at tee dub are too closed minded to even try them. Come over to the forums at www.Annihilation.info (http://www.annihilation.info) if you want to explore the possibilities more.
Lemon
11-05-2009, 03:13 AM
what plas said
edit: "with in the limits of Tribes code" is a somewhat obscure range at this point. Hopefully the 1.40 build is as plug-in friendly as 1.11.
Amadeus
11-05-2009, 07:06 AM
1) Did this in my Tribes 1 Vengeance mod. Deployable items came up in weapon rotation with and deployed with a throw. http://www.tribes0.com/ven11dec04.zip
2) This is a setting in an objects datablock. Changing an objects team may also remove it from your command map based on where sensors or players are.
3) Toggling elements is possible with a client script plugin. Waypoints are handled by the server.
4) Spawn points can be controlled by objective switches, but most maps don't take advantage of this. I did a few maps that used this, one was called 'Scooby snack' -no idea why I called it that... Beyond that, a mod can control where players spawn as much as the author intends. Annihilation mod adds spawn points for each drop ship, and nearly anything else is possible. When I get around to it, I'd like to weight spawn points based on damage done during a map cycle to reduce the effects of camping.
Just about any idea you can come up with can be done in a mod, but most players here at tee dub are too closed minded to even try them. Come over to the forums at www.Annihilation.info (http://www.annihilation.info) if you want to explore the possibilities more.Tribes may be dead, but fuck me sideways and call me Shirley if Plas is ever going to stop dissecting it. :D