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With the success of the implementation of fraglimit, timelimit, special and mpBots (bots) into the SP, I'm figuring out other ways to implement the rest of the .info fields into the game so they actually matter.
We have these unimplemented fields to work with:
redBots: bot list for the red team.
redBotCount: number of random bots to be summoned in the red team.
blueBots: bot list for the blue team.
blueBotCount: number of random bots to be summoned in the blue team.
mpBots: the aforementioned bot list.
mpBotCount: random number of bots to be summoned in the match.
teamBotCount: for those occasions where you want an exact amount of bots per team. redBotCount and blueBotCount may not be equal, after all. (Could be fun for challenges)
We also have these:
minPlayers, maxPlayers and recommendedPlayers: More than enforced limits, these are suggested player limits. A map supporting 2-8 players has a minPlayers of 2 and a maxPlayers of 8. However, the map may not exactly recommend 4 as its recommendedPlayers if the mapper wishes to do so. These should be used for team-agnostic games (FFA, LMS, POS, etc...)
Likewise we have minTeamSize, maxTeamSize and recommendedTeamSize for team games, which instead control how many players should be in a team.
So, where to implement these?
We have bot_autominplayers, but I need to inspect this cvar better.
We can start supporting other gametypes in Classic SP or have an alternate SP where we can mix and match gamemodes and options.
We can also use these counts somewhere else. I need to analyze q3_ui and ui carefully.
The text was updated successfully, but these errors were encountered:
With the success of the implementation of
fraglimit
,timelimit
,special
andmpBots
(bots
) into the SP, I'm figuring out other ways to implement the rest of the .info fields into the game so they actually matter.We have these unimplemented fields to work with:
redBots
: bot list for the red team.redBotCount
: number of random bots to be summoned in the red team.blueBots
: bot list for the blue team.blueBotCount
: number of random bots to be summoned in the blue team.mpBots
: the aforementioned bot list.mpBotCount
: random number of bots to be summoned in the match.teamBotCount
: for those occasions where you want an exact amount of bots per team.redBotCount
andblueBotCount
may not be equal, after all. (Could be fun for challenges)We also have these:
minPlayers
,maxPlayers
andrecommendedPlayers
: More than enforced limits, these are suggested player limits. A map supporting 2-8 players has aminPlayers
of 2 and amaxPlayers
of 8. However, the map may not exactly recommend 4 as itsrecommendedPlayers
if the mapper wishes to do so. These should be used for team-agnostic games (FFA, LMS, POS, etc...)minTeamSize
,maxTeamSize
andrecommendedTeamSize
for team games, which instead control how many players should be in a team.So, where to implement these?
We have
bot_autominplayers
, but I need to inspect this cvar better.We can start supporting other gametypes in Classic SP or have an alternate SP where we can mix and match gamemodes and options.
We can also use these counts somewhere else. I need to analyze
q3_ui
andui
carefully.The text was updated successfully, but these errors were encountered: