dark mine: king of the hill as scenario option

shapetextures
Maikel de Vries 2016-01-03 16:01:37 +01:00
parent 471470f1fb
commit 1eebe15fa1
6 changed files with 51 additions and 12 deletions

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@ -1,10 +1,10 @@
Dunkle Mine
Dunkle Mine
Du befindest dich in einer verlassenen Mine, die noch immer Gold enthalten soll. Wenn du deine Widersacher ausschalten kannst, kannst du das Gold für dich beanspruchen. In der Mine sind noch einige Loren, gefüllt mit Sprengstoffen und anderem Werkzeug. Nutze dies, um deine Gegner zu täuschen und in die Falle zu locken.
Du befindest dich in einer verlassenen Mine, die noch immer Gold enthalten soll. Wenn du deine Widersacher ausschalten kannst, kannst du das Gold für dich beanspruchen. In der Mine sind noch einige Loren, gefüllt mit Sprengstoffen und anderem Werkzeug. Nutze dies, um deine Gegner zu täuschen und in die Falle zu locken.
Ziel: Last Man Standing (Bleibe als letzter am Leben)
Ziel: Eliminiere deinen Gegner.
- Variable Anzahl Relaunches einstellbar.
- Drei Spielziele einstellbar.
- Variable Anzahl Relaunches/Kills/Punkte einstellbar.
- Nutze die Dunkelheit zu deinem Vorteil.
- Die Loren enthalten nützliche Ausrüstung.
- Die Loren enthalten nützliche Ausrüstung.

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@ -1,9 +1,10 @@
Dark Mine
Dark Mine
You find yourself in an abandoned mine with competitors, the last one standing can claim all the gold. The mines are dark because all torches have been burned up, but they left their lorries with valuable explosives and other mining equipment. Use these to deceive, trap and eliminate your opponents.
Goal: Last Man Standing (Be the last one alive to win)
Goal: Eliminate your opponents.
- Amount of relaunches is variable.
- Choose between three different goals.
- Amount of relaunches/kills/points is variable.
- Use the dark caves to your advantage.
- The lorries contain explosives, mining tools and more.
- The lorries contain explosives, mining tools and more.

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@ -15,6 +15,11 @@ Default=1
Name=$ModeLastManStanding$
Description=$DescModeLastManStanding$
Value=1
[Option]
Name=$ModeKingOfTheHill$
Description=$DescModeKingOfTheHillg$
Value=2
[ParameterDef]

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@ -13,6 +13,7 @@ static cave_list;
// Game modes.
static const GAMEMODE_Deathmatch = 0;
static const GAMEMODE_LastManStanding = 1;
static const GAMEMODE_KingOfTheHill = 2;
protected func Initialize()
{
@ -21,6 +22,12 @@ protected func Initialize()
CreateObject(Goal_DeathMatch);
else if (SCENPAR_GameMode == GAMEMODE_LastManStanding)
CreateObject(Goal_LastManStanding);
else if (SCENPAR_GameMode == GAMEMODE_KingOfTheHill)
{
var goal = CreateObject(Goal_KingOfTheHill, LandscapeWidth() / 2, LandscapeHeight() / 2);
goal->SetRadius(72);
goal->SetPointLimit(Max(SCENPAR_NrRelaunchesKills, 1));
}
CreateObject(Rule_KillLogs);
CreateObject(Rule_Gravestones);
@ -66,6 +73,28 @@ public func WinKillCount()
return Max(SCENPAR_NrRelaunchesKills, 1);
}
// Forward callbacks to OnPlayerRelaunch for KotH goal.
protected func InitializePlayer(int plr)
{
if (SCENPAR_GameMode == GAMEMODE_KingOfTheHill)
GameCall("OnPlayerRelaunch", plr, false);
return _inherited(plr, ...);
}
// Forward callbacks to OnPlayerRelaunch for KotH goal.
protected func RelaunchPlayer(int plr, int killer)
{
if (SCENPAR_GameMode == GAMEMODE_KingOfTheHill)
{
var clonk = CreateObjectAbove(Clonk, 0, 0, plr);
clonk->MakeCrewMember(plr);
SetCursor(plr, clonk);
clonk->DoEnergy(100000);
GameCall("OnPlayerRelaunch", plr, true);
}
return _inherited(plr, killer);
}
// Callback from the last man standing and deathmatch goal.
// Takes over the role of initializing the player.
protected func OnPlayerRelaunch(int plr, bool is_relaunch)

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@ -5,7 +5,9 @@ ModeDeathmatch=Deathmatch
DescModeDeathmatch=The first player to reach the required number of kills wins the round.
ModeLastManStanding=Last Man Standing
DescModeLastManStanding=The last surviving player wins the round.
ModeKingOfTheHill=King Of The Hill
DescModeKingOfTheHill=The one making the required number of kills as the king survives.
# Scenario parameters: number of relaunches
NrRelaunchesKills=Kills (DM) / Relaunches (LMS)
NrRelaunchesKills=Kills/Relaunches/Punkte
DescNrRelaunchesKills=Number of needed kills to win a deathmatch round or number of additional relaunches for a last man standing round.

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@ -5,7 +5,9 @@ ModeDeathmatch=Deathmatch
DescModeDeathmatch=The first player to reach the required number of kills wins the round.
ModeLastManStanding=Last Man Standing
DescModeLastManStanding=The last surviving player wins the round.
ModeKingOfTheHill=King Of The Hill
DescModeKingOfTheHill=The one making the required number of kills as the king survives.
# Scenario parameters: number of relaunches
NrRelaunchesKills=Kills (DM) / Relaunches (LMS)
NrRelaunchesKills=Kills/Relaunches/Points
DescNrRelaunchesKills=Number of needed kills to win a deathmatch round or number of additional relaunches for a last man standing round.