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« on: March 13, 2010, 09:30:37 PM » |
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The forthcoming 5.02 beta brings some improvements to the mapping side of Exterminatus. Most of the changes are new properties on existing ex_ entities. However there is one entirely new entity type:
ex_award Optional - Logical Entity Gives players reward points. This is intended to allow mappers to reward players of achieving side missions (such as the button pushes in Thunderhawk). When the Activate input is fired the player who triggered it is given the number of points specified in the input parameter.
ex_gameplay New property "Translation File Name". Specifies the name of a text file in the maps folder to load translation from (in addition to mapname_english.txt). We found then when version numbering maps we had to keep updating the name of the translation file too. This feature should allow tou to have one translation across all versions of the map. New property "Human Start Objective". Specifies the name of the ex_objective where the imperial team spawns when the map loads. This feature enables you to have multiple objectives belonging to the human team at map start. If the objective does not already belong to the Humans it will be captured. New property "Tyranid Start Objective". Specifies the name of the ex_objective where the tyranid team spawns when the map loads. It works the same way as the human team start. New property "Start Mission". Specifies the name of the ex_mission entity to use at the start of the map. This gets around the issues relating to players not getting the mission updates they need to play each map.
ex_objective New property "Display Name". Specifies a token name from the translation file to look up the name of the objective. This property enables EX to inform the players which objectives have been captured, which they should defend and which they should attack. If future patches this will be used to enabled players to tell at a glance which objectives are held by which team.
With objective display names in place and the next objective specified the mod can now work out which objectives the teams should be attacking and defending and will tell them on the "Dead HUD" bellow the mission text, meaning it's less important to have mission test specified all the time.
Any questions? Suggestions? Requests?
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