why? its not that artillery can be used on it also what about opening up a vehicle factory with standard lights and apc's if more then 32 people run around in the map so for example 2-16 people -> normal district 17-32 people -> large district 32-64 -> large district, standard apc's and light tanks can be built in each startflag just an idea
I have one word to say to the people who want rooftops: Carbine. Other than that, all fantastic ideas. District needs this sort of radical redesign for high-density servers.
I think it would be better to have 1/2/3 APCs with medium MG and one slot GL spawn at the starting flag instead, depending on player count.
So there is consensus we need an entity to detect player count and react based on how the mapper would like it to? I'ma go bug CB then
Actually, there is already such an entity: game_zone_player It outputs the number of players inside of it, so if you cover the whole map, and use a few logic_compare entities to see if there's enough players to spawn the vehicles, you can do this. What i don't know for sure is wether it will work without problems, as it might count spectators as well, or not count dead players. A few additions to this entity would be useful, like a filter by team, perhaps by class, seperate keyvalues for counting spectators, alive or dead players so you can see who's still alive, who's dead, and how many spectators there are. So for the coders this would be: emp_game_zone_player: targetname parent count living players? (yes/no) count dead players? (yes/no) count spectators? (yes/no) Teams to check (All/BE/NF/Spectators) Classes to check (All/Engineer/Rifleman/Scout/grenadier/Spectator) Inputs: All the inputs from the original entity SetTeamToCheck (All/BE/NF/Spectators) SetClassesToCheck (All/Engineer/Rifleman/Scout/grenadier) SetCountLivingPlayers (Yes/No) SetCountDeadPlayers (Yes/No) SetCountSpectators (Yes/No) Outputs: All the outputs from the original entity PlayerCountBE (number) PlayerCountNF (number) PlayerCountSpectator (number) PlayerCountScout (number) PlayerCountEngineer (number) PlayerCountGrenadier (number) PlayerCountRifleman (number) And perhaps as an additional output for this entity, or another, a check to see if there is a commander: Inputs: TestBECommanderPresent TestNFCommanderPresent Outputs: OnBECommanderPresent OnBECommanderNotPresent OnNFCommanderPresent OnNFCommanderNotPresent Just an additional set, since this entity would probably cover the entire map (or would be a point entity instead), so you could pop up a text warning. You could also make both a point and brush based entity from this, or allow a func_brush, or other nameable entity to be used as a volume to use, which would simply require an additional keyvalue, with an additional input to change this volume.
you can just put an trigger multiple over the floor and make players spawn falling on it (for a cm) and count on that gets more accurate readings but i prefer game_zone_player
Using a trigger_multiple would be prone to errors and exploiting, or would require an overly elaborate entity setup.
I mean while your in her input socket you use your penis to manually code the 1's and 0's required to program the woman.
I thought the map tends to crash if you use too many brushes. How can you add all of this without making the game engine cry and stop working? I tried that but you flamed me out for working on Escort. I also tried getting permission.