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 Team Monster Hunt revision 
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Joined: Tue Sep 22, 2009 10:09 pm
Posts: 33
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gopostal wrote:
There really are several avenues I think could be explored. I'd like to consider coding an encompassing actor class that is a "spawn through" for different monster classes. This would allow you to make a map, add the spawnpoints for the creatures, then control them via an external file (like an ini). This would give you much more control of things and even allow maps to become reactive to internal influences. For instance if a group is doing too well, it could be set to spawn more/stronger monsters on the latter spawns to make it tougher.

I think that if you really want to move MH and it's family forward, it's going to start by going back to the basics and adding some more flexibility in the maps. That's one major drawback that needs addressed: the maps are boring once you have played them. They need the ability to change in some fashion to be less predictable or more competative.


What you said....

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Mon Nov 03, 2008 7:12 pm
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Joined: Mon Oct 27, 2008 3:51 pm
Posts: 188
Location: London
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After mapping a little I took the time to look into another actor, the HuntObjectives.
A small piece of code I present here:

Code:
//=============================================================================
// HuntObjectives: Set objectives for a team.
//=============================================================================
class HuntObjectives extends Info;

var() byte TeamNumber;

struct objective
{
   var() localized String Header;
   var() localized String Description;
   var() texture Screenshot;
   var() byte Priority;
};


now as you see there is the variable "TeamNumber" but after looking through the code it does not return. Resulting in this: No matter what, both teams share the same objectives.

Just thought I'd point it out.

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Alucard supports derideal


Fri Mar 06, 2009 6:36 pm
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