Vehicle Capture The Flag

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Monsterovich
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Vehicle Capture The Flag

#1

Post by Monsterovich » Wed May 28, 2014 8:02 pm

Vehicle Capture The Flag
Image
This is a proof-of-concept version of Vehicle CTF in doom. Now two vehicle types are available: Pyria (fast, vehicle chaingun armed - 60 ammo), Phoenix (heavy, slow, two rocket launchers armed - 9 shots * 2 rockets) This mod is not working under software renderer, and zandronum has no voxels. Happy gaming! (also, gl_use_models must be 'true')

How to:
  • 'use' to enter vehicle
  • 'run' to eject vehicle
Known bugs
- On eject, player can be spawned beyond the map, impossible to fix.
- Vehicle disappeared? SpawnForced is available only in zdoom 2.5.0. Waiting for zandronum 2.0.

Info

Code: Select all

sv_vehiclerespawntime - respawn time for vehicle (in seconds), before last tank was picked. Default is 60.

compat_vehiclevelocity - way to fix vehicle 'lags', is not working for non-host players (players with ping > 5-10) in multiplayer. Zandronum has no prediction, sad. Default is 0.
VCTF is compatible with other weapon mods. (RGA, Complex Doom, Super Skulltag.....)

Download
Download mappack (beta) (mapnames: st_* ; l41_*) - Maps are copied from skulltag data and from legendary 41
Last edited by Monsterovich on Thu Jul 03, 2014 1:28 pm, edited 1 time in total.

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Ænima
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RE: Vehicle CTF

#2

Post by Ænima » Wed May 28, 2014 8:23 pm

Cool. Will try later today.
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Monsterovich
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RE: Vehicle CTF

#3

Post by Monsterovich » Thu May 29, 2014 9:58 am

Ænima wrote: Cool. Will try later today.
Thanks. :smile:
Last edited by Monsterovich on Thu May 29, 2014 9:58 am, edited 1 time in total.

RaveYard
 
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RE: Vehicle CTF

#4

Post by RaveYard » Tue Jun 03, 2014 9:07 am

Nice :razz:

Would it be possible, instead of (I guess) SetActorPossition for the vehicle base...
to use SetActorVelocity to make it move smoother? :hmm:
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Monsterovich
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RE: Vehicle CTF

#5

Post by Monsterovich » Tue Jun 03, 2014 11:04 am

RaveYard wrote: to use SetActorVelocity to make it move smoother? :hmm:
Yeah, now ok, thanks.
This is not working correctly in multiplayer!!!11 one. I tried to use clientside script for SetActorVelocity and for SetActorPosition, but it isn't working too. Impossible, won't fix.
Last edited by Monsterovich on Tue Jun 03, 2014 2:04 pm, edited 1 time in total.

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Monsterovich
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RE: Vehicle CTF

#6

Post by Monsterovich » Tue Jun 03, 2014 3:53 pm

1.6.2

Code: Select all

- Added eject/enter walk sounds
- Added pitch for vehicle (removed in 1.6.3, buuugss)
- Added "compat_vehiclevelocity", default - 0 (because isn't working)
- Fixed vehicle angle when trying to enter
- Fixed vehicle overheat algorithm
- Fixed morph bug
.................
Download
Last edited by Monsterovich on Tue Jun 03, 2014 8:25 pm, edited 1 time in total.

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CloudFlash
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RE: Vehicle Capture The Flag

#7

Post by CloudFlash » Tue Jun 03, 2014 8:19 pm

Awesome mod! The vehicles' movement is sometimes a bit tacky, and when you run backwards you can literally see your 'legs'.... but awesome anyway.
What I would suggest, through, is changing the colors of tanks so that players can easier learn the difference between the 'chaingun tank - stay close' and 'rocket tank - stay far'.
Oh, and also maybe more tank spieces?
I have no idea what else could be used in tank, except for chaingun and rockets... lol[/size]
Last edited by CloudFlash on Tue Jun 03, 2014 8:20 pm, edited 1 time in total.
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Monsterovich
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RE: Vehicle Capture The Flag

#8

Post by Monsterovich » Tue Jun 03, 2014 8:20 pm

CloudFlash wrote: Oh, and also maybe more tanks?
Yesss, I really want flying vehicles!, but it requires 3d models. :neutral:
CloudFlash wrote: I have no idea what else could be used in tank, except for chaingun and rockets... lol
Hmm. Plasma turrets?
Last edited by Monsterovich on Tue Jun 03, 2014 8:26 pm, edited 1 time in total.

Wirtualnosc
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RE: Vehicle Capture The Flag

#9

Post by Wirtualnosc » Tue Jun 03, 2014 9:28 pm

Railguns.

Can you drive over players with these?
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RE: Vehicle Capture The Flag

#10

Post by ZZYZX » Tue Jun 03, 2014 10:07 pm

Looks like 2D bzflag on Zandronum's engine

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Monsterovich
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RE: Vehicle Capture The Flag

#11

Post by Monsterovich » Thu Jul 03, 2014 1:20 pm

New version 1.6.6 incoming!

Code: Select all

- Added effects to vehicles projectiles, rockets.
- Added homing missiles to phoenix alt-fire.
- Fixed bug: vehicles are not invisible! (another zandronum decorate bug)
- Fixed balance: player with flag can't enter vehicle.
Download
Last edited by Monsterovich on Thu Jul 03, 2014 1:25 pm, edited 1 time in total.

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Ninjamander
 
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RE: Vehicle Capture The Flag

#12

Post by Ninjamander » Thu Jul 03, 2014 1:47 pm

oh..gonna try this tonight!
Image

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Monsterovich
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RE: Vehicle Capture The Flag

#13

Post by Monsterovich » Thu Jul 03, 2014 3:05 pm

More screenies:
Image
Image

SpaceMarine
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RE: Vehicle Capture The Flag

#14

Post by SpaceMarine » Fri Jul 04, 2014 5:09 am

Is it like the players are always in vehicles or they get to drive them as well as fight on foot?
Spoiler: ibm5155 wrote (Open)
O NO, pony invasion at zombie horde forum D:
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Monsterovich
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RE: Vehicle Capture The Flag

#15

Post by Monsterovich » Fri Jul 04, 2014 12:18 pm

SpaceMarine wrote: Is it like the players are always in vehicles or they get to drive them as well as fight on foot?
Ehmm. Players can drive vehicles.

Try in console:
"summon vehiclepyria"
"summon vehiclephoenix"

and press 'use' (default - space) near them. Magic! You are inside vehicle!
Last edited by Monsterovich on Fri Jul 04, 2014 12:20 pm, edited 1 time in total.

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