The only current limitation is that this would only work with "area" based waypoints. Which although is fine, some maps would work well with "object" (trigger_use) waypoints, but I think for a 'addon' to maps, this will be sufficient.
For now, it will be in archive, if Treyarch ever do allow for custom maps and a fairly good amount of custom modding, I will consider it for CJ Mod. At the moment, I am in no mood to start adding this on.
But a list of potential features:
- Custom waypoints [as above]
- Waypoint indicators [Kuwehr]
- Personal arrow guide [mp_waypoint]
[cod2]jm_kuwehr (is finished!)
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Re: [cod2]jm_kuwehr (is finished!)
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Re: [cod2]jm_kuwehr (is finished!)
Hm, which maps in particular would work better using a trigger_use? It's entirely possible to insert(or at the very least, simulate) a trigger_use_touch into a map or any trigger for that matter.Drofder2004 wrote:The only current limitation is that this would only work with "area" based waypoints. Which although is fine, some maps would work well with "object" (trigger_use) waypoints, but I think for a 'addon' to maps, this will be sufficient.
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<LT>YosemiteSam[NL]:
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I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.
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Re: [cod2]jm_kuwehr (is finished!)
Any with objectives or collectables, such as your own and a few of Nightmares mainly. Granted sometimes, you don't want the object to be marked on a map, but its a possibility. Also, it opens the door and gives a little push for those creating maps to be more creative.Rezil wrote:Hm, which maps in particular would work better using a trigger_use? It's entirely possible to insert(or at the very least, simulate) a trigger_use_touch into a map or any trigger for that matter.Drofder2004 wrote:The only current limitation is that this would only work with "area" based waypoints. Which although is fine, some maps would work well with "object" (trigger_use) waypoints, but I think for a 'addon' to maps, this will be sufficient.
I do not mean, insert a trigger, I mean detect. This can be achieved by adding structured information to a waypoint. Such as
waypoint[5] = SpawnStruct();
waypoint[5].type = "use";
And then parsing the extra info, instead of "reaching" a waypoint, a specific entity is triggered.
Through a little bit of notify/waittill behaviour, or a modification in the script, it is most definitly possible.
The idea can be further expanded for maps with two modes, or more challenging routes.
allowing for a different route to be taken, without breaking the order of waypoints.
Such as:
waypoint[5].hard = "<origin>";
waypoint[5].easy = "<origin>";
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Re: [cod2]jm_kuwehr (is finished!)
if ONLY this was for cod4, looks friggin amazing.
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