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Code battles - new gamemode, coming to alpha-0.1.6
#3
(07-08-2015, 06:04 PM)RaptorParkowsky Wrote: First of all, you should rename this new option into "Level type=". This is the same situation like with MissionController VS LevelController. Missions are plot context. Just like Free games or Exercises etc., they're in game content, not in engine. Technically they are all levels.
This is really easy to change. I'll do it in a moment.

(07-08-2015, 06:04 PM)RaptorParkowsky Wrote: Some time ago I was thinking about grouping the objects in usual levels, not only for code battles in teams. Something more universal that determines "this is Winged Grabber from Green team" or "this is Ruines from previous expedition" in tooltips. Or simply alternative names for every objects separately. I don't know, I feel that must be something more universal, not only for teams.
Teams work not only in code battle levels but also in normal levels. The whole idea was to make two, completly independent modules - teams and code battle gamemode.

I'm also thinking about a possibility to name objects individually, mainly for use in CBot (retobjectbyname("something")) and EndMissionTake (testing for specific WheeledGrabber object, not any WheeledGrabber that player might have created), but that's another story.


(07-08-2015, 06:04 PM)RaptorParkowsky Wrote: I like the whole idea for Code Battles. If this will work flawlessly in the end of this year, we should propose some extra exercises for next Diversity contest.
Hey, this was my idea! You stole it! Big Grin


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RE: Code battles - new gamemode, coming to alpha-0.1.6 - by krzys_h - 07-08-2015, 07:03 PM

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