2. The "no-death" approach: -the player, once registered in a certain area, gets teleported to another area. -if the player was on a vehicle, that vehicle gets teleported as well. An alternative here was to whisk away the occupants, and then destroy the vehicle after teleporting it to some remote place. However, to date I couldn't find a way to programmatically disassociate a player from the vehicle. I have thought up at least 2 workarounds for that 'though, so it shouldn't be a problem. -Once the player becomes accounted for in the "goal area", the enemy team loses one ticket for each soldier, plus a variable number of tickets for each vehicle. Each vehicle and player gets counted only once. Now, because this is a prototype, I could teleport the players any old were. And, because I'm an inherently mischievous person, I've made my soldiers stand on about 700 meters of thin air. Infantry (just before hitting the dirt) : In a truck: As a passenger: "That's it! That's a good name - ground! I wonder if it will be friends with me?": End of screenshots. Now, why do I still prefer the second solution to the first: -programmatically, the "out of bound death" one is less elegant, but that might be just my lack of experience with BF2's Python API, -you still need to define which part of the out of bound area is the exit. Therefore, it complicates the map creation process a bit, because you need to synchronize the map configuration data with your actual map, -in the first approach, there is the problem of using something that is strongly described as "bad" in-game for beneficial purpose. You get quite explicit visual and audio cues to leave the area. This will certainly confuse players. So, that's all from me. Discuss. PS. Yes, both implementations lack a score bonus system for the "escapees". Again, these are prototypes, so rewards for the player were omitted - rest assured they can be easily added.
PPS. I had to split this into two posts due to the image limit.
aka Killed in First Minute
21st October 2005
Wow awesome, so it CAN be done. I think I have explained the air map concept to death. It would allow air raid maps to be a true air raid. The bombers still have to reach the target area and escape, but they could start in the air, and be intercepted by fighters en route. (More realistic.) If I can add one question. Would it be possible to change the death graphic for a vehicle that dies in the special out of bound area. Instead of blowing up, it would appear to keep flying for a certain distance, until it is far enough away not to be very noticeable, then just disappear. I although think there could probably be other useful applications for allowing players to leave the map.
Why does this whole revelation instantly lend itself in my mind less to strategic bombing and more to the prison camp escape idea that is somewhere in the forum.
Edit: this map suggestion http://forums.filefront.com/fh-mapping/351792-great-escape.html
ITHB: I don't if it's possible to change the destruction animation at runtime, but you certainly can establish an out-of-bounds exclusive to one team (Sfakia has this), and then have the airplane teleport to a remote location for destruction. Although, like I said, I'm not fond of the entire "Hey, you've done something that's normally penalized, but on this area of this map is encouraged. Congrats! Now you get points! And you die! Only not really." variant of the mechanism :).
Eat Uranium: there's a lot of possibilities for battles of this kind, already mentioned in the thread. Breakthroughs, convoys (where only one vehicle type gives points), etc. etc.. You can even combine the mechanic with classic Conquest (where the escape area becomes active only when some CPs are held), or Objective (analogically - I think this is what ITHB intends with his air raid example).
Haha Raizok, good work, and my "python is powerful" was a bit of sarcasm at the BF2 guys from aaaagesss ago. It was a cut at how limited mod ability is on their game.