I suggested the same. Reviving and healing seem like an important part to learn for new players, but it seem like it's not possible, at least not in practise.
For LUA, from my understanding of it, the point of having it in would be so that mappers can code in their own entities.
let the player drive along in a jeep so you explain him driving along and getting in a vehicle at once
For the Commandnig section we've taken a portion of crossroads and have it set up to end after a ref has been built. This will require the player to enter the comm vehicle and actually move it and place a ref, from there they can experiment with it as they wish
Yea that is a good idea. Also on that note a tutorial on how to do squad revive as well wouldn't be bad either. as the poor noobs seem to run around like headless chickens. Trying to revive. XD
Personal opinion, squad type stuff can only be learned during an acutal game, the most that a single player tutorial map can do is talk about the squad stuff briefly
It's beautiful blight. Great work, Great way to make it work out. Never would have thought to make an indoor area with out door canyon like training areas.
I had an idea for a training map, but so Ill add in what I had in mind I was thinking of having instructions painted on the walls. If anyone has played portal, look at the start of the test rooms for an idea. Points to cover -How to build or how to use repair upgrade to get things built quickly -changing spawn points -place turret and upgrade -use a ML turret to kill buildings -how to drop ammo and nadespam -changing class -using hide as a scout to get past turrets
Points to cover -How to build or how to use repair upgrade to get things built quickly This will be covered in a verbal script -changing spawn points Will look into this, possibly force this to be a way to go on to the next section? -place turret and upgrade Don't know how to check to see if upgraded, but another voice script possible -use a ML turret to kill buildings Currently looking into doing this -how to drop ammo and nadespam also working on this -changing class Will be necessary to enter certain sections -using hide as a scout to get past turrets Already implemented in the scout course
Does the scout training coarse have a large hill in the middle of it's own skybox that has nothing visible for miles around for the scout to look at through his scope?
you tell the scout to go prone and look for enemy targets to shoot in the wilderness, then let him sit there for hours waiting for an enemy to come out. Best make scout an optional course here.
CB wife =P actually i think she's his g/f or some shit like that (they're Canadian so who knows =P) She also plays emp as much as we do.
3 or 4 level 3 mg turrets on one side of a body of water. On the other side, mark the area that is inside the range of a level 3 ml turret but outside the range of the mg turrets. simple solution but it may need refineing
is using squadpoints in the tutorial? and how to use the squadpoints/revives in a 0 tickets situtation? it's always a disaster to get ppl to join / leave squads in that sistuation