Difference between revisions of "Creating a Versus level"

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(Created page with "A versus level is created by setting the gamemode to any versus gamemode, or the special <code>VersusComposite</code> one. This special gamemode will change depending on the s...")
 
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[[File:VersusGamemode.png|thumb]]
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A versus level is created by setting the gamemode to any versus gamemode, or the special <code>VersusComposite</code> one. This special gamemode will change depending on the switches set in a versus multiplayer lobby.
 
A versus level is created by setting the gamemode to any versus gamemode, or the special <code>VersusComposite</code> one. This special gamemode will change depending on the switches set in a versus multiplayer lobby.
 
[[File:VersusGamemode.png]]
 
  
 
If you don't choose this special composite gamemode, the gamemode will only be playable in the gamemode you select. Otherwise, if you do want your level to be playable in every gamemode, you need to make sure all requirements for each gamemode are met. (Listed below.)
 
If you don't choose this special composite gamemode, the gamemode will only be playable in the gamemode you select. Otherwise, if you do want your level to be playable in every gamemode, you need to make sure all requirements for each gamemode are met. (Listed below.)

Revision as of 13:28, 3 July 2017

VersusGamemode.png

A versus level is created by setting the gamemode to any versus gamemode, or the special VersusComposite one. This special gamemode will change depending on the switches set in a versus multiplayer lobby.

If you don't choose this special composite gamemode, the gamemode will only be playable in the gamemode you select. Otherwise, if you do want your level to be playable in every gamemode, you need to make sure all requirements for each gamemode are met. (Listed below.)

Deathmatch

Deathmatch is simple vanilla versus. For this gamemode (and all other gamemodes for that matter) you need to place a number of LevelStart worldscripts where players could spawn around the map.

VersusLevelStarts.png

Team Deathmatch

Team deathmatch is deathmatch, but with teams. The teams are always blue and red, where blue is the player's local team and red is the enemy team. Team Bogus and Team Serious therefore don't have fixed colors by default! If you want to disable the behavior of local team coloring, you'll need to create your own gamemode inheriting from TeamVersusGameMode, where you'll need to override bool LocalTeamHandling() and return false instead.

In team-based modes you can also use specific spawn points per team. Instead of using the LevelStart worldscript for starts, use the TeamLevelStart worldscript instead, and set the TeamIndex property to the team index you want to spawn there. The team indices are:

  • 0: Team Serious (Red w/o local team colors)
  • 1: Team Bogus (Blue w/o local team colors)
  • 2: Team Green
  • 3: Team Pink
  • 4: Team Yellow
  • 5: Team Cyan

In gamemodes where you can watch the game before the player spawns, you can place a PrepareCamera worldscript. Setting this to a position will put the camera there when the player hasn't spawned yet. (For example, when the player has to select a team to join.)

PrepareCamera.png

King of the Hill

In King of the Hill, players try to stay within a certain area of the map where they will gain points.

Rabbit

In Rabbit (also internally known as TagIt) one player is "it", who will gain points. Whoever kills this player will become "it". The player who is "it" will be visible everywhere on the map via a player marker pointing towards them.