for those who want more game modes, here have this requested by many, it is the classic "Domination or Covert Point" where two teams try to dominate most "Points or Bases" and prevent the opposing team take them or recovers.
- The system contains the basic logic of the gameplay, is ready for you to improve at will and taste.
Preview:
PURCHASE ON ONLINE STORE:
Domination / Covert Point GameMode - MFPS
- Lovatto
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- Lovatto
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Two teams, 5 bases / points, each team has to dominate and defend most or all of the bases / points when a team manages to get a base, you have to try to defend it to prevent the enemy team to achieve take / recover.Amer96 wrote:Great!
I can't get it easily!. The bombs have tow teams fighting to destroy them? or there is a team to attack it and another team to defend it?
Like Domination in Ballistic (Unity FPS Game).
- Lovatto
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Yes, the team get a point for each time to take o recovert a point, so at the end wins the team with more points.JessieK wrote:Question:
Do you get points for holding each "capture point" that ticks up to a final score or is it just who ever holds the most "capture points" by the end of the game wins?
- abg
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yes it works well for me and i swaped the mesh for a cool little flag icon wich i used for bl_decal C:\Users\docs\MFPS\Content\Art\GUI\Other\flag.png
Lovatto may lack some communication skills but he is a very good programer especualy with scripting.
Thanks Lovatto very impressed.
Lovatto may lack some communication skills but he is a very good programer especualy with scripting.
Thanks Lovatto very impressed.
- Nerbs
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Two things I noticed were
1) The progress bar only shows for the server master. All other clients can still capture bases, but don't get the progress bar.
2) If an enemy is in the base with you 'isBusy' gets checked, but if you kill that enemy inside the base, it stays checked so you can't capture it. It seems this only gets set to false of the enemy leaves the base, not if they die.
How can I fix these 2 issues?
(I am using the MFPS 2.0 version)
1) The progress bar only shows for the server master. All other clients can still capture bases, but don't get the progress bar.
2) If an enemy is in the base with you 'isBusy' gets checked, but if you kill that enemy inside the base, it stays checked so you can't capture it. It seems this only gets set to false of the enemy leaves the base, not if they die.
How can I fix these 2 issues?
(I am using the MFPS 2.0 version)
- Lovatto
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1 - I don't get this problem, can you tell me how reproduce (2 player in same team... etc..)
2 - Try replacing the 'OnLocalDeath' function of bl_BombDefuse.cs with this:
2 - Try replacing the 'OnLocalDeath' function of bl_BombDefuse.cs with this:
Code: Select all
void OnLocalDeath()
{
if(ActorPlant == PhotonNetwork.playerName)
{
CanPlant = false;
CanDesactive = false;
CancelInvoke();
photonView.RPC("StartPlantBomb", PhotonTargets.AllBuffered, false);
}
}
- Nerbs
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I will record a video today to show.Lovatto wrote:1 - I don't get this problem, can you tell me how reproduce (2 player in same team... etc..)
2 - Try replacing the 'OnLocalDeath' function of bl_BombDefuse.cs with this:Code: Select all
void OnLocalDeath() { if(ActorPlant == PhotonNetwork.playerName) { CanPlant = false; CanDesactive = false; CancelInvoke(); photonView.RPC("StartPlantBomb", PhotonTargets.AllBuffered, false); } }
And this is a problem with the Domination Capture point issue, the code provided was is for the bomb defuse package (which by the way works great!)
- Nerbs
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https://youtu.be/JgBc4Xdl134 There's The Video