Mod questions, D3 SDK
Posted: Wed Jul 12, 2006 1:33 pm
I'm working on a new two-team multiplayer gametype for Descent 3, and just wanted to ask a couple of questions, as I know there are some experienced mod-coders here who have worked with the D3 SDK before.
I don't want to give away the specifics of the new gametype until I have a Beta version ready, but this is my first attempt at something of this nature, so I would appreciate any support or tips.
I'm developing it using the Descent 3 SDK, in Visual C++ 6.0 with the most recent service pack. (I tried it in Visual Studio 2005, but C++ doesn't allow default-arguments on function pointer prototypes anymore, so it was easier just to go back to VC++6.) I'm using the \"Anarchy\" code as a base template, and grabbing code from the Assault and Entropy projects as needed. So far, it compiles and plays fine, but I've only been making minor adjustments, and haven't yet gotten to the biggest of the changes I want to make.
So here are my main questions:
1. I'm going to build a \"trigger\" event into the mod, so that a player can activate something (for example, some kind of switch to activate a door somewhere else in the level). I want it to be relatively simple for level designers to implement, so I was thinking about like having a \"shoot\" or \"fly-through\" switch by creating a custom flag for rooms or faces. Or is there a better way to do this?
2. I'm also going to have two types of spawn points for each team (it's a 2-team gametype). Levels will have regular team spawn points, as well as \"custom\" spawn points where I want players to respawn under certain conditions. Are there any potential problems with this that I'm not seeing?
3. I may want to have \"friendly-damage\" active. Are there any things I'll need to consider beyond kill/death events by friendly fire?
I appreciate any help anyone can give, thank you!
P.S.: Many thanks to DCrazy for his earlier threads in this section about compiling the .d3m; I would have wasted a long time figuring out how do it otherwise.
I don't want to give away the specifics of the new gametype until I have a Beta version ready, but this is my first attempt at something of this nature, so I would appreciate any support or tips.
I'm developing it using the Descent 3 SDK, in Visual C++ 6.0 with the most recent service pack. (I tried it in Visual Studio 2005, but C++ doesn't allow default-arguments on function pointer prototypes anymore, so it was easier just to go back to VC++6.) I'm using the \"Anarchy\" code as a base template, and grabbing code from the Assault and Entropy projects as needed. So far, it compiles and plays fine, but I've only been making minor adjustments, and haven't yet gotten to the biggest of the changes I want to make.
So here are my main questions:
1. I'm going to build a \"trigger\" event into the mod, so that a player can activate something (for example, some kind of switch to activate a door somewhere else in the level). I want it to be relatively simple for level designers to implement, so I was thinking about like having a \"shoot\" or \"fly-through\" switch by creating a custom flag for rooms or faces. Or is there a better way to do this?
2. I'm also going to have two types of spawn points for each team (it's a 2-team gametype). Levels will have regular team spawn points, as well as \"custom\" spawn points where I want players to respawn under certain conditions. Are there any potential problems with this that I'm not seeing?
3. I may want to have \"friendly-damage\" active. Are there any things I'll need to consider beyond kill/death events by friendly fire?
I appreciate any help anyone can give, thank you!
P.S.: Many thanks to DCrazy for his earlier threads in this section about compiling the .d3m; I would have wasted a long time figuring out how do it otherwise.