Game Development Community

Rounds per map

by Ronald J Nelson · in Torque Game Engine · 10/14/2007 (2:37 pm) · 3 replies

I have been delaying getting around to this and its finally time to hit it. I was hoping someone out there has beaten me to this and wanted to see if they would share what needs to be done.

I already got the system to work with mission packages being loaded based on the map being played and have a nice server map cache loading system.

This is just the final thing before I get ready to do the QC side of my work.

Thanks in advance.

#1
10/14/2007 (2:43 pm)
Heh..you may want to flesh out what you're asking for some, description wise--I personally at least have no idea what "rounds per map" means to you :)
#2
10/14/2007 (4:41 pm)
@Stephen - No Problem. Sorry I wasn't specific enough. What I mean is that the end of, for example a deathmatch game like in the fps demo, rather than loading another mission, reseting the same mission and playing on that same mission until you have played that mission for a set number of times.

If you were in a race game and it took 3 laps to win, you would win that round by completing the laps. Then you would start over again on the same track until you completed the number of rounds set by the server.

This technique is used in the Battlefiled series as well as CounterStrike and it is something I want for my game.

I hope I explained it well enough this time.
#3
10/15/2007 (10:01 am)
Well thanks to Ian Roach I have a very good idea on how to do the majority of this.

However, I need to figure out how to reset all of the map objects like RigidShapes to their original positions, anything that is damageable to its initial state, and since I use the terrainDeformer resource, how to reset the terrain to its initial state.