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[TF2] RPG


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Chris-_-
SourceMod Donor
Join Date: Oct 2008
Old 08-12-2009 , 17:23   Re: [TF2] RPG
Reply With Quote #31

Epic Drawing!

Hah
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Sexual Harassment Panda
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Join Date: Dec 2008
Location: San Diego, CA
Old 08-13-2009 , 02:01   Re: [TF2] RPG
Reply With Quote #32

Quote:
Originally Posted by Gachl View Post
My mod contains some kind of "NPC creatures".
Basically the map is like DotA:
  • Two bases, bottom left, top right
  • Three paths to reach the other base
  • Target is to destroy a building (eg. a dispenser with 20'000 HP)
  • There are sentries (like the shooting towers of DotA), if you kill one, you gain XP
  • The sentries respawn after a while
  • After each round you start at level 1 again (so you stats & levels are not persistent, you'll have a chance)
Thats basically what I've planned. At the moment I'm programming character stats and spell system, but it will need some more months to finish (I have very little time).
If you need a mapper, I'm your man.
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Gachl
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Join Date: Feb 2009
Old 08-13-2009 , 10:59   Re: [TF2] RPG
Reply With Quote #33

Quote:
Originally Posted by noodleboy347 View Post
Amazing! You're actually doing it! Thanks!
It's a very very very very very slow process, you know me ;)

Quote:
Originally Posted by Chris-_- View Post
Epic Drawing!

Hah
mspaint ftw!
who needs gimp or photoshop :O

Quote:
Originally Posted by Sexual Harassment Panda View Post
If you need a mapper, I'm your man.
Sure, can you explain me how I can put decals on a wall the right way? If I do it they are 1000 times larger than they should be

Last edited by Gachl; 08-13-2009 at 11:14.
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pheadxdll
AlliedModders Donor
Join Date: Jun 2008
Old 08-13-2009 , 11:35   Re: [TF2] RPG
Reply With Quote #34

Try placing an overlay instead. I believe you can resize those.
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Old 08-13-2009 , 20:03   Re: [TF2] RPG
Reply With Quote #35

yes, overlays are the key.
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Kilandor
Member
Join Date: Sep 2009
Old 09-30-2009 , 01:25   Re: [TF2] RPG
Reply With Quote #36

I'm pretty new to SourcePawn, but i'm a developer and what not in other areas so i'm learning very fast.

I've decided myself to Create a TF2 RPG, but a bit different. This will use the current "classes" as the classes no new special classes or anything, each kill you will get experience based on your level in relation to the level of the person you killed. (Kill someone higher you get more exp, someone lower less exp, same level base exp)

SQL driven, so far I have convars to control maxlevel, baseexp per level, level exp ratio per level, base exp kill, high/low ratio (based on level difference)

The ratio's allow floats to decide, so you could disable bonus exp for killing someone higher, etc

Exp and levels are stored per class, so every class has different levels/exp depending on how much you play them.

Also its possible to have higher level players killing lower players get no experience. And Buildings will have set static Experience(I think)

I don't want it to be extremely unballanced say for players at a higher level, so My idea right now is to allow skills to be gained based on each class, say bonuses to speed/reload/extra ammo/regen/faster uber

Things of this nature, but its still got a good ways to go, I've almost worked out all my problems for the leveling/exp system.
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