arunkumarmunusamy / bitfighter

Automatically exported from code.google.com/p/bitfighter
Other
0 stars 0 forks source link

Independent loadout zone access in teamed games #461

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
Currently in a level with two (or more) teams the following occurs:

1. If both teams have loadout zones, each team must cross over a loadout zone 
to activate loadout changes
2. If neither team has a loadout zone, each team may respawn to activate 
loadout changes
3. If only one team has a loadout zone, *both* teams must cross over a loadout 
zone to activate loadout changes

I presume #3 is not intentional as if there is a level design error and only 
one team has loadouts it will effectively prevent the other team from changing 
their loadout.

Ability to change loadout should occur independent of the other team. If one 
team has at least one loadout zone, they must use it to change their loadout. 
However if the other team has no loadout zones, they should be able to respawn 
to activate loadout changes.

Original issue reported on code.google.com by Jomskylark on 20 Sep 2014 at 3:41

GoogleCodeExporter commented 9 years ago
I know this is crazy, but fixing this will break network compatibility since we 
sent a flag to the client saying a loadout zone was found.  This will have to 
wait until 020.

I'm not sure of a proper fix - maybe send a TNL Vector<bool> with team ID as 
the array index, and the value if that team has a zone... 

Original comment by buckyballreaction on 1 Nov 2014 at 3:28

GoogleCodeExporter commented 9 years ago
The fix for this seems simple -- currently we have a flag that specifies which 
loadout mechanism to use on a level.  Instead of sending it with the level 
info, we send it with the team info (name, color, etc.).  But yes, this will 
have to be a 020 fix.

Original comment by watusim...@bitfighter.org on 3 Nov 2014 at 6:08

GoogleCodeExporter commented 9 years ago
Actually... aren't all loadout zones known by the client?  If so, the client 
itself could determine what mechanism each team uses.  If this is correct, we 
could fix this in 019d.

Original comment by watusim...@bitfighter.org on 3 Nov 2014 at 7:01

GoogleCodeExporter commented 9 years ago
If this cannot be fixed in the 020 release, how about a warning prompt when 
testing or exiting an applicable level that states, "One team is missing a 
level, please address" or something like that? Similar to the warning prompts 
provided for missing spawns, soccer balls in a non-soccer level, etc.

Original comment by Jomskylark on 12 Jan 2015 at 3:04

GoogleCodeExporter commented 9 years ago

Original comment by watusim...@bitfighter.org on 12 Jan 2015 at 8:03