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Campaign options #495
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Could it be possible for you to add support for specific pickups from destroyed map objects that are part of a pickup objective? For example, I'm working on this campaign where in the first mission you shatter some rocks and pick up some ore samples. It would be a tad bit cooler if the player gets the ore samples from destroying the rocks... |
That will be a tricky feature to do right. Depends on what you want.
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I thought of option 1. Would this work as a new objective type? |
New objective type won't solve the issues mentioned. I now think it might be a mistake to have random spawning of pickups. It's much better if it's consistent, so that players quickly learn to expect that certain map objects will drop certain pickups. This will work best with custom map objects, and not so much with the original C-Dogs map objects. So for example a safe will always drop money, an ammo locker will always drop ammo. I've been thinking of adding a "use" command to the game, so you can interact with map objects, like open safe, type on computer etc. So another way of getting the pickup drop would be to use/open the map object instead of destroying it. I think all this will work well once they're all in place. |
Sounds cool. Will it be possible to use the run/switch weapon key for this action? |
Yes, it will also make things better because right now it's only used to pick up guns. All this stuff is quite a ways off. Do you think you can implement the objective some other way? You can actually place map objects over pickups right now, would that be ok as a workaround? |
That would work I guess. That being said, I'm fine with leaving it two separate objectives. That could count as some different type of analyses. I don't know enough about geology that it makes a difference to me, to be honest. 👺 |
Remove ammo as a config option Also rework some campaigns with ammo and skip weapon menu options
Editor and map format support for custom campaign options:
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