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DownCount_v1

By knorke
Rating:

3,2,1 offblast! v1(fixed reload times)
Size: 4 x 6

PLAY ON THIS MAP


Downloads: 1308
Manual downloads:
http://spring1.admin-box.com/downloads/spring/spring-maps/downcount_v1.sd7
http://api.springfiles.com/files/maps/downcount_v1.sd7


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A force field seperates the players.
Will you be prepared when it opens?

forum thread:
http://springrts.com/phpbb/viewtopic.php?f=13&t=26570

tested with:
BA
XTA
zeroK
(other games should work too, just not tested yet)

NEW VERSION: DownCount_v2
http://zero-k.info/Maps/Detail/30553
+0 / -0


13 years ago
Looks good
+0 / -0


13 years ago
I'm a little worried about gadget wars.
+0 / -0
13 years ago
wardgets?
+0 / -0
13 years ago
Two things worth noting:

1) There are mapoptions.
You can set them in lobby before the game.

2) AI players do work but not work very well. They have a tendency to get stuck in the force field. To make it more challenging play vs multiple bots.
+0 / -0
11 years ago
http://zero-k.info/Battles/Detail/133116

Rush Det and win, no another plan matters.
+0 / -0
plz fix this map. planes, merl, tacnuke can go through. maybe more.

Multiplayer B189108 22 on DownCount_v1
+1 / -0
11 years ago
thanks for note, ill look into it asap.
+0 / -0


11 years ago
I haven't seen planes going through, avengers kept "bouncing" of the wall.

The bug is that units are no longer blocked from shooting, so anything with enough range can hit enemy base.
If I remember correctly you set very high reloadframes to block units from shooting, but there are places in ZK code where reloadframe is being set so this is probably what enables them to shoot weapons.
+0 / -0
11 years ago
quote:
there are places in ZK code where reloadframe is being set
Since it used to work something must have changed..hints welcome.

My thought was towards the weaponindex numbering change coming in spring 95, starting from 0/1 and maybe whatever changes zK did to prepare wrt that.
+0 / -0

11 years ago
quote:
@Rafal[ZK] I haven't seen planes going through, avengers kept "bouncing" of the wall.


not always valid. we had an avenger from the enemy circling our base at start. happened in one of Multiplayer B189108 22 on DownCount_v1 or Multiplayer B189106 22 on DownCount_v1
+0 / -0
11 years ago
I was the avenger player
+0 / -0

11 years ago
ROrankForever, so how did you pass the unholy barrier of nonexistence?
+0 / -0
11 years ago
i just sent waypoint there and used boostcharge:D and bang avenger was there
+0 / -0
That's what happens when things don't meet the CFL condition in discrete time simulations. Manual, finer raytracing is probably not worth the effort here either.
+0 / -0
11 years ago
tl;dr:

map works, but some weapons can fire.

Actually, all units can fire one weapon.
For example scorpion has 3 weapons (2x red laser, 1x tail lightning) and can fire one of its lasers.
For some units the non-blocked weapon is useless, for example Sumo has a "fake laser" so despite having two heatrays it can not shot. Poor Sumo.

The avenger just happend to be fast enough to break through.
Has always been possible in theory, just no mod had fast enough units.


-----
Weapons not blocked seems to be the weapon index thing:
0 to n-1 vs 1 to n

My code was:
local n = #UnitDefs[unitDefID].weapons
for wi=0,n-1,1 do


now must be:
local n = #UnitDefs[unitDefID].weapons
for wi=1,n,1 do


due to change in zK unit_script.lua

Think simplest fix is just to play dumb and do:
for wi=0,n,32 do
which seems to work...

Will wait until spring 95 for new release, just in case something changes in zK or engine again.
(But only if you promise not to play it 10v10 anymore)
+2 / -0
11 years ago
noticed new problem:
zK 1.11.13 with spring 95, units can jump over the wall. They kind of glitch around/go very high and end up in random places.
zK uses spring 91 and other mods that use spring 95 have no jumpers afaik, so not so important at the moment. But still...any ideas?
+0 / -0
11 years ago
v2, fixes some weapons not disabling correctly:
http://springfiles.com/spring/spring-maps/downcount-0
does not show in zk maps page yet.
+0 / -0
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