News:

Happy 20th, FFvT3R!

Main Menu

Capture The Flag Rumble Room Style

Started by tomaan, September 28, 2013, 01:24:18 AM

Previous topic - Next topic

tomaan

You read it right.  I've released my EZScript CTF missions for the Rumble Room.

6 Different Game Modes:

  • Defend - Stop baddies from destroying your flag.
  • Destroy - Destroy the baddies' flag before they get you.
  • Leggo My Flaggo - Baddies steal the flag and try to make a get away
  • Finders Keepers - Find flags hidden around the map and return them to your base
  • Gauntlet - 10 rounds of flag guarding intensity.  Can you survive?
  • Concept - Protect your flag while stealing the enemy's.  This is how CTF was supposed to work, only it's a little buggy, so I just have a repeating loop.

Fully Customizable!

  • Character Swap lists let you replace Freedom Force Universe enemies with your own
  • Directions on how to create your own CTF maps and missions are included

14 Preformatted Maps!

  • CTF_airfield
  • CTF_base
  • CTF_berlin
  • CTF_berlin_park
  • CTF_camp
  • CTF_city
  • CTF_city2
  • CTF_Dev_Map
  • CTF_germany
  • CTF_manor
  • CTF_park
  • CTF_prisonyard
  • CTF_secret_lab
  • CTF_village

Download the file here: https://dl.dropboxusercontent.com/u/29040839/CTF%20for%20FFVTTR.rar

This is a "concept" mod, in that it's actually incomplete.  I couldn't get it to work the way I wanted so had to make due.  The original idea came from a post by Boalt92: http://freedomreborn.net/forums/index.php?topic=51539.msg700674#msg700674.  I took his basic idea, made quite a few changes, and BINGO -- CTF is here.

So what went wrong?  Nothing, really -- I got the basic concept to work, but it doesn't work well.  You can test it out in the mod ("Concept" mod runs on "Dev_Map") to see the model:  two teams, each trying to steal the other's flag and return it to their own base.  I'm sure this can be done with regular scripting (hint, hint), but EZScript limitations prevented me from doing it myself.  What are the "limitations"?

  • I could not create a single encounter where the villains and heroes each try to steal the flag and return it to their "base".  For some reason, the encounter would not end if the villains successfully stole the flag.  It worked fine if the heroes won.  This means I need two encounters -- one for each team's flag -- and there's no way to link an item in two separate encounters.  I can do it with objects (using the "object named flag"), but not for "items" (more on "items" and "objects" below).
  • Items and objects are handled differently by EZScript.  For some reason, I could not add arrows or use multiple villains for "item" encounters, but I could for "objects".  This matters because "objects" cannot be picked up by either villains or heroes but "items" can.  There are workarounds (see individual missions), but it would be nice to have flexibility with either or both.
  • There are no variables in EZScript, which makes scorekeeping VERY difficult!  You pretty much have to script every possible outcome in your mission (which gets really tricky if you're tracking scores for two different teams) or simply have it repeat indefinitely.  Since this is an arcade style mod, it would be better to have an active scoring system.

There are a few other EZScript things, but those are the major ones.  I'm open to EZScript workarounds, but, if somebody actually knows python....


Post bugs, suggestions, and anything else CTF-related here.

Thanks!
T

Epimethee

Pretty impressive that you were able to do all this with EZScript, Tooman! Looking forward to play your mod. :)

When I was still somewhat active modding, I looked into integrating EZScript with Python, but it was harder than I had thought. I wish I had kept at it.
FFX add-on for FFvsTTR at ffx.freedomforce4ever.com

tomaan

Quote from: Epimethee on September 28, 2013, 06:54:23 PM
Pretty impressive that you were able to do all this with EZScript, Tooman! Looking forward to play your mod. :)
Thanks, hope you like it.  I wasn't sure if there would be any interest in something like this, but figured I'd throw it out there anyway.

QuoteWhen I was still somewhat active modding, I looked into integrating EZScript with Python, but it was harder than I had thought. I wish I had kept at it.
I was kinda sorta hoping that somebody who knows Python would see this and be inspired to create a Python-version.  I don't know anything about the language, but it seems like these scenarios would be fairly basic -- you'd really just need variables for enemies, flags (number/color) and score?  Ideally, it would incorporate the "-------" and "-----buddies----" separators that are used in FFX Rumble modes (hint, hint, hint  :rolleyes:)


BentonGrey

Tomaan, this is awesome!  I was actually toying with the idea of tackling something somewhat similar to this recently, but I never got around to it.  I love seeing EZScript and FF used in interesting and creative ways.  I also would kill for some more mission variety in my mods, so this could be super helpful.  I'm going to check it out soon.  Thanks for sharing your work!
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

tomaan

I'm working on CTFv2 and taking suggestions.  This version includes:


  • Upgraded  maps -- not as many as the first release, but much "cleaner" in both design and function than the first
    Timed Game Mode -- can't remember why I didn't include these in the first release?  Other game modes will remain largely the same
    Re-balanced missions -- first release was based on defeating hordes of enemies, newer ones are based on team v team battles; in other words, less fluff and more stuff

Like I said, I'm taking suggestions.  If you played the first version, please let me know what you liked or hated about it.  If you haven't, feel free to throw in your $0.02 anyway.