OFPEC Forum

Missions Depot => Mission Discussion => Topic started by: Matt Walter on 28 Aug 2004, 08:11:37

Title: "Battle Royale" MP level
Post by: Matt Walter on 28 Aug 2004, 08:11:37
     Any of you see the highly controversial Japanese live-action movie "Battle Royale." Probably not since it hasn't been release to America for obvious reasons, but I have seen it, so I will enlighten you.
      It is about 7th graders (about 40 kids), stuck on an abandoned island and ran by the Japanese military (the BOH mod soldiers will work). The only way off the island is if there is one survivor. The have collars around there necks so that have a bomb on it, after a number of days (in the game version hours) they all blow up if there are more then one person living. Each person is given a random weapon like a pistol, or an Uzi, or a shotgun -- no assault rifles, or other long range weapons. Also weapons like axes, bow and arrows, knifes, sickles. Then the weapons that suck like binoculars, NV goggles and such. You probably are thinking, why not all ally together and kill the soldier; well there are things called zones, which if you step in, you collar bomb explodes. Zones are added (to shrink the island) ever so often and the kids are warned about them on a megaphone before they are activated.
     In the movie, one student walks out at a time so they can spread out, while you wait you turn-in the game- you could chat with anther players and ask about helping them out. You don't know what weapon you get until you leave. You might not be able to trust your members of you group- if you have one-  100%. There also could be more then one way to win the mission: the obvious way (to kill everyone else), find a computer and program a virus to inactivate the zones and storm the soldiers, and so on.
     A new island should be made, a Japanese feel to it (not tropical like a Vietnam map). It should be a hilly map, not too many flat areas to see an enemy coming. Also units should be made, the Japanese school girl and boy with collar. Go on a search engine and type something like "Battle Royale" (not Battle Royal) to look for pictures and such. I can't make these things, can someone do it?
     No respawning should accrue. I can say more about the movie if you need more info.
     What do you think?
Title: Re:"Battle Royale" MP level
Post by: djackl on 28 Aug 2004, 08:31:08
what should be done is make a tournament in which there are a couple of rounds with loads of players, and then the survivor from each round goes forward to the next round and so on until you have a final fight to the death.
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 28 Aug 2004, 14:12:46
In the "Battle Royale" book, the original (not based on the film - the one inspiring the film; and not the manga), in the opening page the is a great map of the island showing all the major features (the school, the mountains, the habour etc.). I will try and put it up on this topic sometime soon. I had a crack at making it (since all the existing islands - Nogova etc. are far too big) with no avail.
I've been working on a mission format for ages using Malden and it basically works but there are still loads of things I need to work out (collars, escaping).
I have scripts for alarms and soldiers being alerted if you get too close to the school building after the initial launch where everyone leaves.
I am working on the "zones" function. I figure that each co-ordinate (large eg. A3 not Aa33) could be  zone and once activated could be marked with a square red marker.
The trigger would be easy enough to do. Just a square one matching the size of the co-ordinates.
But how would they be chosen randomly?
There's probably a simple script but I don't know it off the top of my head.
Title: Re:"Battle Royale" MP level
Post by: Matt Walter on 28 Aug 2004, 17:55:04
I don't know how to make the zones come up random. If all fails, we can make them not random... which I hope we can make random.

The map will be great in helping make an island. We don't want the island too big though- the whole Island is available so no Nogovo size maps.

I had an idea for a cutscene, kid of like in the movie. The kids are told what to do, and they panic, a couple kids are killed to show they aren't kidding around, and they are given more rules... but the cutscene would be long and that means less play time. We could just incorporate it in the briefing (and maybe even short cutscene with the kid killings (it doesn't have to be two, but not higher then it).

Everything seems to be on the right track except one thing, the addons. Really we just need two versions - Japanese school girl and Japanese school boy. Having Japanese school boy A, B, and so on would be good for some variety. The weapons we can find from different downloads. If someone could give some good links for some of the weapons I had listed above, that would be nice.  
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 28 Aug 2004, 18:12:04
The cutscene is a great idea. I think it would be better if all the rules were in the briefing (I've got a breifing with all the rules in my trial mission as well as a the logo) and the cutscene of the shooting of the kids was just before the mission started.

I am at this very moment trying to fix my scanner so I can post the map. It is a bit awkward (it's over two pages) so I will have to touch it up in photoshop or something.

Some of the kids get melee weapons like baseball bats, golf clubs, knives, bin lids as well as guns. I am struggling with proxys in O2 and as the addons depot is currently down I can't work it out. Maybe someone with better knowledge of O2 can do it. FDF 1.3 has batons and stuff but I don't have it so I don't know what the animations are like or anything.

The girl models could be hard to do since they are different to the BIS models of, say, a civillian man.
Title: Re:"Battle Royale" MP level
Post by: Matt Walter on 28 Aug 2004, 20:47:55
This mission is getting pieced together much sooner then I expected. Alright, keep up the good work!  ;D
Title: Re:"Battle Royale" MP level
Post by: djackl on 28 Aug 2004, 22:23:40
So who will be making this map?
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 29 Aug 2004, 12:44:03
I dunno. Anyone who is interested in the mission who can use WrpEdit or another island editing tool.

Turns out I can't get a good enough driver for my scanner so I will have to find another way.

Don't worry! It'll be up soon! ;D

Except with a little delay :P
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 29 Aug 2004, 13:03:57
Hey, about the random forbidden zones script. Well... I've kinda got about halfway but I don't know whether I can get any further. Maybe someone can help me? ???

This is what I've got so far:-

//Using the "Random" command, I can specify how many zones there will be (grid squares).

Random maxNumber

//In this case I could use say 9 as the number. Then if each number linked to and activated a different variable I could set it so the coresponding trigger would turn on making that zone forbidden- whoops!! I don't think numbers can be used as variable names.

Can someone work it out?

edit
I found off another post a script which might help and I modified it:-

_FZONES = ["zone1" ,"zone2" ,"zone3" ,"zone4" ,"zone5" ,"zone6" ,"zone7" ,
"zone8" ,"zone9"]

_r = random (Count _Fzones)
_r = _r - _r %1

_[//don't know what to put here?//] (_Fzones select _r)
Title: Re:"Battle Royale" MP level
Post by: DBR_ONIX on 29 Aug 2004, 14:04:09
The last line would be something like
zonemarker setpos getpos _FZONES select _r

I think.. Not that sure though
Oh.. Look for a script, bomb sqaud (In forum).. It has some code that does exactly this.. I.e a random placing for the bomb (Like in the 2nd floor of a building, or under some bushes etc.. The positions are all in an array)

Gd luck
- Ben
(Edit : Erm - When you say " live-action movie " - You mean real... ??? I doubt it, but the word live tends to imply that :hmm: )
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 29 Aug 2004, 15:26:12
Hey thanks, I'll try that.

Problem about the bomb squad thing - I can't find it!

If I did I dunno if it would be the right thing.

Here's the latest version of the code:-

#beg
_FZONES = ["zone1.sqs" ,"zone2.sqs" ,"zone3.sqs" ,"zone4.sqs" ,"zone5.sqs" ,
"zone6.sqs" ,"zone7.sqs" , "zone8.sqs" ,"zone9.sqs"]
_r = random (Count _Fzones)
_r = _r - _r %1

[] exec (_Fzones select _r)
~300

goto beg
 //I'm trying to get it to loop after a certain amount of time [~300 being 5mins], but I don't know
how to do it so that it doesn't randomly select the same zone again.

Using your line of script it would be:-

#beg
_FZONES = ["zone1.sqs" ,"zone2.sqs" ,"zone3.sqs" ,"zone4.sqs" ,"zone5.sqs" ,"zone6.sqs" ,
"zone7.sqs" ,"zone8.sqs" ,"zone9.sqs"]
_r = random (Count _Fzones)
_r = _r - _r %1

zonemarker setpos getpos (_FZONES select _r)
~300

goto beg

And no, it isn't a real live-action movie.
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 29 Aug 2004, 15:37:30
Here is a map of Okishima taken from the film. Hard to make out but good enough to get and idea. I will post the better map later.
brmap1.jpg ::: is an overall map top down
brmap2.jpg ::: is a map showing the hills and mountains

hmmm... the links to the pictures aren't coming up. ???
Title: Re:"Battle Royale" MP level
Post by: DBR_ONIX on 29 Aug 2004, 16:22:02
And no, it isn't a real live-action movie.
Yeah, just checking ;)
What you could do to stop it picking the same one twice is remove it from the array, and put it in a second array..
Then in another script, after a delay, add it back in..?

You need to either attach the pictures to a post, or upload them to some web-space somewhere

Ah right.. Ignore my code.. I didn't realise you wanted to run a script from an array.. Your code looks alright

The only problem I can think of is that the random command can return values like 1.534 - Which I dunno if it would work.. It might just pic the nearest number, though

I'll see if I still have the scripts on the computer for you
- Ben
(Edit : Nah, can't find it, only an old version that didn't have the randomness stuff.. Sorry :()
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 29 Aug 2004, 16:27:00
Well, forget the pictures. I found a killer one!!
Way to big to attach though (that was the problem with the others). So here is the website address for anyone who is interested in making the map.

http://www.geocities.com/themikejonas/brdepot/themap.jpg

If you need help with the Japanese just ask me. (It says what is where and stuff)

edit

Thanks for trying. I've almost got it figured out. One more thing. How can I have a marker appear (say a red square) when the trigger is activated and not have it there before?

Also, I don't need the "zone n.sqs" to be put back into the array. Once its activated it won't be used again.
Title: Re:"Battle Royale" MP level
Post by: Planck on 29 Aug 2004, 16:35:53
It would be nice if you could provide a version of the map with translations for the japanese text.

Also there is no indication as to the size of the island....i.e.The width and length in km or miles.

Making the island from scratch would be a long tedious process without proper elevation data for the island.  It would involve a lot of quesswork.


Planck
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 29 Aug 2004, 16:41:15
Yeah okay. I'll do that. One translated map coming up!

As to the size of the island, I think it will be rediculously small compared to the size of the space there is to work with. (Something like 1km x 1km) - I'll check on that!

There is a site where you can guesstimate how high or low the land lies. There is also lots of info on BR there:-

http://www.battleroyalefilm.net/movie/spoilerrules.html

Title: Re:"Battle Royale" MP level
Post by: djackl on 29 Aug 2004, 17:14:32
Ok, so for the danger zones what do you want is it going to be one danger zone per (say) every 10 minutes and they swap around? Or is it going to be one danger zone added to the current amount of danger zones?
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 29 Aug 2004, 17:16:52
Yeah its going to be the latter. Once a danger zone is activated it will stay like that. Then after say 10mins another is activated and left active.
Title: Re:"Battle Royale" MP level
Post by: djackl on 29 Aug 2004, 17:17:51
By the way what program do you use to make maps in ofp?
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 29 Aug 2004, 17:19:51
I use a combination of Terragen, Wilbur and then WrpEdit. But it is not always that good. Terragen generates random terrain and is hard to control the exact size of things.

There are other programs though.
Title: Re:"Battle Royale" MP level
Post by: DBR_ONIX on 29 Aug 2004, 19:13:49
If you use BMPXZY, you can edit the file in Photoshop etc before hand
Anyway, aparently that island is 10km around the coast..
Compare that to Tonal.. ;)
Look for "A Soldier 5 on WRPEdit" by snYpir in the editors depot
It covers getting terragen into WRPEdit (I'm sure)
WRPTool is a good program too ;)
- Ben
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 29 Aug 2004, 20:11:29
Hey people. My new website is up and running! Check the downloads section for a translated (the important bits anyway) versioni of the map!

www.freewebs.com/leanbear

Is WrpTool better than WrpEdit? I find converting Terragen to WrpEdit time consuming and frustrating. You have to make mountains in Terragen just to have teeny tiny hills in WrpEdit.
Title: Re:"Battle Royale" MP level
Post by: Matt Walter on 29 Aug 2004, 20:24:48
It is looking great. One thing... it is a bit off the currant subject though. In the movie there are some vehicles, like a bike, and that truck some kids loaded with explosives. We should keep that in mind. No armor, navy, cars with mounted guns, or air units in the map... well at the military base there could be some, but you can take them.

Anyway, when each player leaves the school in the island that the soldiers control, players need to leave without waiting by the door and kill people as they come out and not attacking the soldiers right away, since each player leaves one at a time, maybe we could have a script that once you leave, you have a certain amount of time to leave the area or you die.
Title: Re:"Battle Royale" MP level
Post by: djackl on 29 Aug 2004, 20:56:57
Lock the heavy weapons in the military base because who knows, somebody could shoot their way in there. How are we going to avoid this turning into a DM with a lot of ground to cover? After all, in the movie the kids were reluctant to kill people (apart from one guy what was his name?) but the i think the thing is with this that people won't have any qualms over slaughtering people unless something is done to make it bad for people to kill others, or this will just turn into a prolonged DM
Title: Re:"Battle Royale" MP level
Post by: DBR_ONIX on 29 Aug 2004, 21:10:10
Think I found it!
http://www.ofpec.com/yabbse/index.php?board=27;action=display;threadid=14271
- Ben
Title: Re:"Battle Royale" MP level
Post by: djackl on 29 Aug 2004, 21:12:26
Think I found it!
http://www.ofpec.com/yabbse/index.php?board=27;action=display;threadid=14271


Think you found what?
Title: Re:"Battle Royale" MP level
Post by: DBR_ONIX on 29 Aug 2004, 21:17:35
Wow that was quick  :o
;)
The script for the randomly placed bomb..
BTW, for moving the markers around, you could put 10 or so markers off the side of the map, and then move them into the right place.. Should work okay
- Ben
PS, that picture.. Putting it in a zip won't take the file size down at all.. JPEGs cant be compressed..
Title: Re:"Battle Royale" MP level
Post by: djackl on 29 Aug 2004, 21:20:18
Oh that. In Battle Royale areas stayed as danger areas once they had been designated so how can that be recreated? Surely a script like the one used in Hexenkessel to stop people spawnraping could work?
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 29 Aug 2004, 21:24:13
Hey, is that the bomb squad script you told me about at the start of the topic? Thank's I'll try it out. I'm writing this post as your latest came up.

Quote
No armor, navy, cars with mounted guns, or air units in the map

I don't agree. Remember in the film there were gunships around just off the coast to prevent someone from escaping by sea? I think we should use that in the mission. So if you do make it off the island there is still a chance for you to be caught.

I have a script for a link to a cutscene and the end of the mission if someone escapes far enough away from the island. No planes or anything though.

Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 29 Aug 2004, 21:28:28
For the picture, check out my website (see and earlier post for the link). If you mean that one about the .zip then that's just so it can be downloaded easily. If that doesn't then here (I think) it is (http://C:\Documents and Settings\Alex Cowell\My Documents\My Pictures\BattleRoyalemap-trans)
Title: Re:"Battle Royale" MP level
Post by: djackl on 29 Aug 2004, 21:28:40
Once this gets done, is it going to be something that gets released for anybody to play or is it going to be some sort of structured tournament which anybody can enter? I think a tournament would be class because there would be serious rivalry to try and get through to the next round.
Title: Re:"Battle Royale" MP level
Post by: Matt Walter on 29 Aug 2004, 22:06:10
I don't agree. Remember in the film there were gunships around just off the coast to prevent someone from escaping by sea? I think we should use that in the mission. So if you do make it off the island there is still a chance for you to be caught.


You are right, but I meant not available for the players, only the soldiers can use them.
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 30 Aug 2004, 12:05:08
Okay, since I figure no-one is going to be on OFPEC at this time of the day this is going to be one loooonnnngggg post.

Quote
After all, in the movie the kids were reluctant to kill people (apart from one guy what was his name?)

Here is some back info for everyone: Kazuo Kiriyama was his name. Here's why: before he was born, when he was still in his mothers womb, his pregnant mother was injured in a car crash. She didn't die from it but was seriously injured. A peice of windsheild or something like that went into her stomach, down into baby Kazuo's head, completely obliterating the section of his brain that controls emotion and moral/reason. This is why he always appears so emotionless and cold throughout the film. In the film, Kazuo goes to the southern peak of the island where his gang is waiting (this isn't in the film - in the film, when he gets there he is robbed of his weapon and bag but he takes none of that) the KKF (Kazuo Kiriyama Family). So, when he arrives there (he is the first to get there since he left before the other members of his gang) he flips a coin. Heads; he plays the game. Tails; he tries to find a way off the island. As you've probably guessed, it was heads. Because he has no moral/reason he can't realise that killing all his classmates is wrong. And that's why he appears to willlingly take part in the Program.

Quote
You are right, but I meant not available for the players, only the soldiers can use them.

Okishima was an island populated by villagers, fishermen, children - people. When it was chosen to be used for the "Program" it was swiftly evacuated. Meaning that the inhabitants of the island had only a limited time to quickly collect their most precious posesions and be escorted away by the soldiers. That is why houses and villages feature in the film.

My point is: They would have left behind small vehicles (the truck for example that was rigged by Shinji Mimura and his friends) like their fishing boats and bikes and cars etc. These are the types of vehicles that we should include. If you were on a stolen fishing boat (even a rowing boat) you could easily take over a gunship so you can escape quickly (like what hapens in Battle Royale).

Quote
Once this gets done, is it going to be something that gets released for anybody to play or is it going to be some sort of structured tournament which anybody can enter? I think a tournament would be class because there would be serious rivalry to try and get through to the next round.

Why not both? Hone your survival skills on the normal multiplayer then enter a tornament when it comes around to have a better chance of winning. Also, since everything is random (zones etc.) you will probably never play the same mission again.

That's all for now, but I am working on a long list of all the students and what weapons thay had......coming soon! 8)

edit
One more thing. This is looking more and more like a mod to me. The large number of new weapons to be made, the new player models, the new island!!?? Maybe its going to be like MFCTI - just one MP mission but a whole load of addons!!

edit2
Oh yeah, one more thing. How many people (max.) can play a multiplayer OFP game? Is it more or less than 40? 'Cause that's how many students actually start the game. Some more only last a few seconds but the reason is: I was thinking that (after I finish this list) each player in MP could take on the role of a different student - deciding what weapon they start with. Or do you think that the weapon deciding thing should be random as well?

edit3
Whoops! Something else:-

Think I found it!
http://www.ofpec.com/yabbse/index.php?board=27;action=display;threadid=14271
- Ben

Which bit of the code is what I'm looking for? There is a lot on different posts. ???
Title: Re:"Battle Royale" MP level
Post by: djackl on 30 Aug 2004, 12:52:25
ummm the list of students and weapons is already on that website but I think they should be randomised to make for a less predictable game
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 30 Aug 2004, 15:55:04
Well... I spent ages doing it I might just as well post it. This will give you an idea of what the weapons were.

Third Year Class B, Shiroiwa Junior High School
Student List/ Weapons List

by Lean Bear

   Males

1. Yoshio Akamatsu (Bow gun)
2. Keita Ijima (Kitchen Knife)
3. Tatsumichi Oki (Large Hatchet)
4. Toshinori Oda (Bulletproof vest)
5. Shogo Kawada (Sawn-off Remington M31)
6. Kazuo Kiriyama (Knife) - KKF
7. Yoshitoki Kuninobu (Dead Before Start  :P)
8. Yoji Kuramoto (Anitque knife)
9. Hiroshi Kuronaga (Binoculars) - KKF
10. Ryuhei Sasagawa (Ingram M10) - KKF
11. Hiroki Sugimura (Handheld digital GPS, finds a broom handle)
12. Yutaka Seto (a fork)
13. Yuchiro Takiguchi (Aluminium Baseball bat)
14. Sho Tsukioka (Derringer .22 Double High Standard) - KKF
15. Shuya Nanahara (Army Knife)
16. Kazushi Niida (Shamisen banjo)
17. Mitsuru Numai (Walther PPK 9mm) - KKF
18. Tadakatsu Hatagami (Revolver - Smith & Wesson M19 .357 Magnum)
19. Shinji Mimura (Beretta M92F)
20. Kyoichi Motobuchi (Smith & Wesson .38 Cheifs Special)
21. Kazuhiko Yamamoto (Colt .357 Magnum)


   Females

1. Mizuho Inada (Large Double Bladed Knife)
2. Yukie Utsumi (Browning High Power 9mm)
3. Megumi Eto (Divers knife)
4. Sakura Ogawa (commits suicide soon after start with Male No.21)
5. Izumi Kanai (?????)
6. Yukiko Kitano (Darts and dart board)
7. Yumiko Kusaka (Hand grenades)
8. Kayoko Kotohiki (Smith & Wesson M59 Automatic)
9. Yuko Sakaki (Poison powder?)
10. Hirono Shimizu (Smith & Wesson Military and Police .38)
11. Mitsuko Souma (Sickle)
12. Haruka Tanizawa (?????)
13. Takako Chigusa (Ice Pick)
14. Mayumi Tendo (Nunchaku - dies as soon as she leaves School  :P)
15. Noriko Nakagawa (Boomerang)
16. Yuka Nakagawa (CZ75)
17. Satomi Noda (UZI 9mm Submachine Gun)
18. Fumiyo Fujiyoshi (Dead Before Start  :P)
19. Chisato Matsui (?????)
20. Kaori Minami (SIG-Sauer P230 9mm Short Automatic Pistol)
21. Yoshimi Yahagi (Colt Government Model .45)

Male students with KKF after their names belong to the Kazuo Kiriyama Family.

NOTE:

THESE ARE THE STARTING WEAPONS (the ones from the bags) AND NOT THE ONES THEY COLLECT FROM OTHER DEAD
STUDENTS (eg. Kazuo Kiriyama is notorious for using the Ingram M10 not a knife)
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 30 Aug 2004, 16:08:51
Yeah okay, so I saw that list on the website. But this is my OFFICIAL list. Notice how the wepons are different to the list on the website.

Also, now I'm here. Can someone help me with that annoying "Forbidden Zones" script. Here is my latest version:-

Code: [Select]
#beg
_FZONES = ["zone1.sqs" ,"zone2.sqs" ,"zone3.sqs" ,"zone4.sqs" ,"zone5.sqs" ,"zone6.sqs" ,"zone7.sqs" ,"zone8.sqs" ,"zone9.sqs"]
_r = random (Count _Fzones)
_r = _r - _r %1

[] exec (_Fzones select _r)
~60

goto beg

yeah, there is less than last time. But let me explain. When one of the "zones.sqs" are executed that links to another script:-

(example "zone1.sqs")

Code: [Select]
zone1forb = true

zonemarker1 getMarkerPos setMarkerPos [1920,0,0]

exit

//zone1forb is true in a trigger on the mission which makes you explode if you are in the zone.

The markers still don't move though!!!!
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 30 Aug 2004, 16:12:33
Yeah okay, so I saw that list on the website. But this is my OFFICIAL list. Notice how the wepons are different to the list on the website.

Also, now I'm here. Can someone help me with that annoying "Forbidden Zones" script. Here is my latest version:-

Code: [Select]
#beg
_FZONES = ["zone1.sqs" ,"zone2.sqs" ,"zone3.sqs" ,"zone4.sqs" ,"zone5.sqs" ,"zone6.sqs" ,"zone7.sqs" ,"zone8.sqs" ,"zone9.sqs"]
_r = random (Count _Fzones)
_r = _r - _r %1

[] exec (_Fzones select _r)
~60

goto beg

yeah, there is less than last time. But let me explain. When one of the "zones.sqs" are executed that links to another script:-

(example "zone1.sqs")

Code: [Select]
zone1forb = true

zonemarker1 getMarkerPos setMarkerPos [1920,0,0]

exit

//zone1forb is true in a trigger on the mission which makes you explode if you are in the zone.

The markers still don't move though!!!!

edit
He, he. I just realised that on the script above I use zone1forb. Wheras in the mission I've been using zoneforb1! ;D
Let me try sorting that out first ;)
Title: Re:"Battle Royale" MP level
Post by: djackl on 30 Aug 2004, 16:41:05
So do you automatically die if u are in a zone, or is there a time limit?
Title: Re:"Battle Royale" MP level
Post by: DBR_ONIX on 30 Aug 2004, 17:43:58
Dats a good start, but you need to make how ever many triggers, with activation repeatedly
And in the Activation field, put something like [this] exec "killhim.sqs"
And killhim.sqs
Code: [Select]
_this select 0 setdammage 1
"Heat102" camcreate getpos _this select 0
That will kill the unit and make a Sabot shell on they're position (Erm, accualy, now I think about it, you prob don't need to bother about the first line :P)

Then, again, move them of screen and setpos (Or what ever the trigger equiv is) them
;)
- Ben
Title: Re:"Battle Royale" MP level
Post by: rOk on 30 Aug 2004, 18:11:24
This is gonna be a little OT, but I'm just dying to see this movie.
Any suggestions where it could be found?
Thanks
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 30 Aug 2004, 19:11:10
Quote
Dats a good start, but you need to make how ever many triggers, with activation repeatedly
And in the Activation field, put something like [this] exec "killhim.sqs"
And killhim.sqs
Code:
_this select 0 setdammage 1
"Heat102" camcreate getpos _this select 0
 
That will kill the unit and make a Sabot shell on they're position (Erm, accualy, now I think about it, you prob don't need to bother about the first line )

Then, again, move them of screen and setpos (Or what ever the trigger equiv is) them

- Ben

I have all that stuff in the activation field already. I have my own death script called "kid_kill.sqs". I am working on an animation where the person grabs for their neck (the collar) and then it explodes!! But I am not too good with OFPAnim so maybe someone can help me out. I can do it, but I want it to be a smooth slow animation. All I can do is a quick shaky one.

Quote
So do you automatically die if u are in a zone, or is there a time limit?

Technically, yes you should die as soon as you are in one. If I ever get this "forbidden zones" script working!! ;D
The fact that the zones appear at random means that a)the play area could be tiny after a short while or stay large for ages. And also b) that if you are in one when it is activated you will die - a problem. In the film there were announcements by Takeshi (Sakamochi) as to when the zones will be forbidden. It would be great to have that in the mission. A time delay on the trigger with some text saying when the zone will be forbidden. But I don't know how. ???
If that could be implemented into the mission then there would be no excuse as to walking into a forbidden zone.

I still can't get the markers to appear on the right place on the map!!!
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 30 Aug 2004, 19:16:39
This is gonna be a little OT, but I'm just dying to see this movie.
Any suggestions where it could be found?
Thanks

Where are you? (as in what country/ state)
If you are in US in most states it is banned in others not (I don't know which allow it and which don't). Anywhere else in the world you can probably buy it from a store/ shop that sells foreign films. If you are in the US then you can still probably find it on the net. If you really like it I recomend getting the special editon DVD with all the extra footage.

has anyone seen BRII? I am going to get it soon on DVD.

edit
Here's an idea and a half. Anyone who is good at scripting or can help can you download the below .zip file. Inside is a mission I botched together just to help sort out the "forbidden zones" script. Once that's done we're almost halfway there!! 8)
Title: Re:"Battle Royale" MP level
Post by: djackl on 30 Aug 2004, 19:39:34
where is it?
Title: Re:"Battle Royale" MP level
Post by: DBR_ONIX on 30 Aug 2004, 20:11:49
Erm, yeah.. Pretty much what I was gonna say ;)
In the UK, battle royal is not banned or anything..
Anywhere else, you can get it on certain P2P software.. Not suggesting it though

If you attach me the scripts(/missions), I should be able to sort them (It's harded to help without seeing the mission it's in, if you see what I mean)

With the forbidden zone alarms, you could have a
titletext ["Zone G1B2 will become forbidden in 1 minute",plain]
In each script, then a delay of a minute, then the code ;)

- Ben

Title: Re:"Battle Royale" MP level
Post by: Matt Walter on 30 Aug 2004, 20:24:16
I have the site where the move is and I think that might be advertising... so just personal message me and I found and have the all reign (all DVD players it works with) Battle Royale SE Director's cut (dts-2disc) (Korean Version). It's only for $23.99. It shipped to my house in like 3 days and I live in the U.S. The second disc though (which is the special features disc) is in Japanese with Korean subtitles...but the movie has English.

Anyway, about the vehicles, I don't think right away someone should jump in a tank and blow people up; there should be a challenge to getting the lethal vehicles.

The weapons (or the people you are- you choose like girl 1, girl 2, boy 5, and so on) should be random, because every one will try to ally with someone with the "heavy artillery" and ignore the people with the crappy weapons. You should feel "oh crap" if you find out you get a fork.

You know the two none students in the movie- one of them is the guy Lean Bear was talking about- there should have a different clothes then everyone else.

I forget his name, but the kid that but a virus on the military computer, he should have a computer... just an idea.

One more thing... didn't the main character get a lid and that killer guy gets a fan at first?
Title: Re:"Battle Royale" MP level
Post by: DBR_ONIX on 30 Aug 2004, 20:48:15
Good idea about the ranom person to play as ;)
Amazon says the film hasn't been released :P
Just remebered another site ;)
 Play.com has battle royale 1, 2, CE, urm, them all? (http://www.play.com/play247.asp?searchtype=allproducts&searchstring=battle+royale&page=search)
BR 1 is only £8  :o
- Ben
Title: Re:"Battle Royale" MP level
Post by: djackl on 30 Aug 2004, 21:47:54
Were there tanks for the people to take in the movie? Maybe in the interests of gameplay we should take out all vehicles with guns and take out some of the heavy artillery such as rocket launchers too to create a real sense of helplessness  ;D
Title: Re:"Battle Royale" MP level
Post by: Matt Walter on 30 Aug 2004, 21:50:58
I don't even think the soldiers even had tanks.
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 30 Aug 2004, 22:14:53
Hey, sorry about the delay. I was about to post the mission but first I had to fiddle around with it so no addons were needed or anything. Then I came upon something to do with the markers. So now I can randomly get one marker to move to the right place, but then it stops and I want it to loop. There is a loop in the script but it doesn't appear to work. Anyway at the ed of this post there is a zip file with a crappy overview and breifing just to set the scene. The folder has all the scripts needed to help sort out the "forbidden zones" problem.

So, I'd finished messing around with it and was about to post it but a member of my family was on the phone for what seemed like 2hours!!!

Okay! Question answering time!!!

Quote
I don't even think the soldiers even had tanks.

Yeah, they do. In the film anyway. In shots of the School building you see tanks and choppers in the place where at the end Takeshi (Sakamochi) is doing those exercises.

Quote
You know the two none students in the movie- one of them is the guy Lean Bear was talking about- there should have a different clothes then everyone else.

I forget his name, but the kid that but a virus on the military computer, he should have a computer... just an idea.

Kazuo Kiriyama: the one I explained about earlier - he just wears the same clothes as the others. In the film he has the most noticable hair. In the book he has slicked-back black hair. Like some yakuza boss. 8)

Shogo Kawada: In the film, the guy with the yellow headband and the wicked pump-action shotgun. He takes off his jacket straight away and wears for the remainder of the film: a green vest and an un-buttoned shirt.

Shinji Mimura: "The Third Man". The star shooting guard of the school. Also the guy who hacks the mainframe at the Scholl building. You're kinda contradicting yourself aren't you? If all the weapons etc. are random why should he have a computer. Besides, in actual fact he finds the computer (Macintosh PowerBook 150) in a house that he passes. Basically, if we hide a laptop somewhere in the island (Hey! It could even be randomly placed seeing as were so good at that! ;D) then whoever finds it can use it to try and disable the collars.

Quote
One more thing... didn't the main character get a lid and that killer guy gets a fan at first?

Yeah, that was in the film. There is a character list on a website a posted a link to earlier that has all the weapons they used, who the killed, where they died etc. My list was taken from the book and, to be perfectly honest, it has more usable weapons (instead of a fan, there is a knife as with the bin-lid)
Title: Re:"Battle Royale" MP level
Post by: djackl on 30 Aug 2004, 22:56:22
Quote
Basically, if we hide a laptop somewhere in the island (Hey! It could even be randomly placed seeing as were so good at that! ;D) then whoever finds it can use it to try and disable the collars.

Yeah, and he can choose whos collars he wants to disable so you should make friends with any1 just in case they find the laptop.

Is this going to be a role play scenario then, say if u r kiriyama you have to be a evil killing machine. I would rather all the players are unidentifiable with the movie so people can make up their own minds as to how their characters act
Title: Re:"Battle Royale" MP level
Post by: Planck on 30 Aug 2004, 23:22:01
I took a look at the map that was posted here depicting the island.

I removed everything from the map.......roads......buildings......text.......etc......etc.

I then processed the result and got it into WrpEdit.

Now, the island is there (see picture below), but, unfortunately it is mostly featureless.....gentle rises and dips.

This is mostly what I expected, because there is no real elevation data to work with.

If you want to play with the resulting .wrp file, I will gladly post it here (if I can squash it down enough), or email it to you.


Planck
Title: Re:"Battle Royale" MP level
Post by: djackl on 30 Aug 2004, 23:31:05
Cool  8)
Title: Re:"Battle Royale" MP level
Post by: Matt Walter on 31 Aug 2004, 01:36:44
...I guess they did have tanks then... Lean Bear and I have been battling it out about the vehicles.

The movie isn't as focused in the details as the book. I thought Shinji Mimura (the "hacker") had the computer in his suit case... well that just shows how much I know.

Anyway, we should have as little downloads as possible, people don't want to have to look all over the place for each download to play. One moddish download would rock.

To answer djackl question, I think this should be a role play/ deathamatch. You can just follow what the soldiers say by killing until one is left, or you could try and get off the island. The briefing should include something like "We have to kill each other, but maybe there is another way". It would get people thinking.

Also if the players decide to take out the soldiers, none of the weapons are really good for tanks and all. There should be hidden anti-tank and anti-air weapons in soldier territory.

I have an idea about text messages, instead of the radio chat, there should be a "talk" chat - meaning: whisper (like when an enemy is close, you can whisper to your friend. The range other players see the text that is typed is small), normal (The range is bigger then whisper), yelling (the range is pretty big), and megaphone (The range is HUGE and you can try and make peace with everyone and stop the fighting. Also is you are close enough to hear it, the map will be marked were the megaphone person is. This option is available only if the person has the megaphone - or when ever you us it, instead of text, a message that says something like "Stop fighting, we can find another way" comes up- there should be more then one megaphone and they are randomly place in the island.)

I have an idea for respawns. When you die, you respawn as a soldier... well I don't know if that is a good idea because the respawn players will probably look for the kids and hunt them down and encourage deathmatch... which I think is bad, but it is something to think about.

One more thing, mission over cutscenes. There should be about two different cutscene at the end. One, showing the winner doing something... I don't know, is there a way to make the winning player show in the cutscene instead of the same unit all the time. You could even have the characters name appear and say ______ wins. Although it didn't happen, it would give it a dark flare if the character kills them selves because they feel bad about all the deaths they caused- just an idea. And if most escape, there could be a movie part about them leaving.

Ok, really this is the last thing I have to say for now. You know in the move, it says when someone dies and who many people are left; I think it would be really sweet if when someone dies, it says who died and how many players are left.  
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 31 Aug 2004, 12:30:52
edit
When I ried to post this the first time the filename for the picture was already used and abused so I went back and now I have to write it all over again. So, I miht miss something out and it will be considerably shorter.

Quote
The movie isn't as focused in the details as the book.

Another thing the film missed out, which it definitely should have included was a wicked high speed car chase between Kazuo (in a mini-van blasting rounds out from his Ingram) and Shogo, Shuya and Noriko (In a truck - like the one that in the film Shinji Mimura rigs with all the explosives - with Shuya sticking out of the sun-roof and Noriko blasting away from the passenger window). And when both sides run out of ammo Shogo and Kazuo have a ramming competion while speeding through the main residential area. Then, after Shogo rams Kazuo (van and all) into a farm building, all apears to be over, before Kazuo finds some more ammo and then the gun battle takes place like the one in the film.

Quote
Also if the players decide to take out the soldiers, none of the weapons are really good for tanks and all. There should be hidden anti-tank and anti-air weapons in soldier territory.

If we do decide to include any heavy artillery it should be heavily guarded by soldiers. (Let's face it; if we set the soldier AI really high and give them good weapons then it would definitely be a challenge for a little girl with a fork to get to them ;D). Also, I don't think the soldiers should use them - just to make it fair.

If we put a trigger around the school building area (ie. including about a 50/ 100metre diameter around the school) and set it to something like this:-

Activation: Resistance (we would have to make the models for the kids as resistance so the soldiers would fire on them easily)

Frequency: Repeatedly

Type: None/ Switch

Condition: this

OnActivation: soldiers/groupname doFire guer (or: = true // to take off the hold fire command)

OnDeactivation: [] exec "init.sqs"

And, obviously, in the "init.sqs" we have something like:-

soldiers/gropupname not(doFire) = true //or whatever.

Thanks goes to Planck. I will try and post it on my website so anyone who thinks they can improve on it and put trees and stuff on it can do just that. The picture showing the elevations of the terrain is on a file at the end of this post.

Quote
Is this going to be a role play scenario then, say if u r kiriyama you have to be a evil killing machine. I would rather all the players are unidentifiable with the movie so people can make up their own minds as to how their characters act

I think we should use the characters from Battle Royale to make faces, names, models etc. but if you do happen to pick to play as Kazuo, you don't have to be some psycho guy.

Has anyone downloaded the .zip file I posted here about the "Forbidden Zones" thing? In the folder there was a briefing and an overview. I just quckly wipped them together using Chris's OFP Script Editor. I know the Overview works okay. But in the Breifing I can't get everything to line up right.
!!!!!IMPORTANT!!!!!
If you downloaded it, make sure to run it either in the mission editor or in single player NOT multiplayer.

Anyway, the breifing went something like this, constructive criticisms welcomed:-

Plan

Basically it explains the rules says the Program number etc.

                 Objectives

1. Be the last one remaing, thus winning the game.

2. Try and escape (hah!) etc..

Notes

It just says things like: What should I do, I hope I get a good weapon. Dould I try and team up with someone. Can I trust anyone. Can anyone trust me. Hmmm. Maybe I can exploit someone else's trust. etc.

End1

Congratulations!
Thank you for participating in this year's Program. Your card signed by The Dictator is on its way to your last given address.

End2

Death
As your eyes slowly close into a deep sleep, you can't help but wonder how the Greater Republic of East Asia became so sadistic...

End3

Impossible!!
Somehow you've managed to escape the island. Enjoy your freedom for it shall be short! Your parents and family are most likely being brutally murdered. Your fate shall be the same.
Congratulaions, you are now a fugitive wanted in over half the world!

Needs work, I know.

About the "This Zone Will Be Forbidden In 5 Minutes" topic. I think it would be better if they appeared as hints instead of white text that will dissapear after a short time. If it was on a hint, you could recall it if you didn't see it the first time because you were smacking the bejeebers out of someone with a baseball bat! ;)

Quote
One more thing, mission over cutscenes. There should be about two different cutscene at the end. One, showing the winner doing something... I don't know, is there a way to make the winning player show in the cutscene instead of the same unit all the time. You could even have the characters name appear and say ______ wins. Although it didn't happen, it would give it a dark flare if the character kills them selves because they feel bad about all the deaths they caused- just an idea. And if most escape, there could be a movie part about them leaving.

Remember in the film, at the start, there were these news pictures on a TV of the 11th Program's winner. Remember the image of the little girl with the sadistic-hysterical-psyhcopathic smile hugging her little teddy-bear? (for me the creepiest bit in the film - if you don't remember, watch it again). Well, using the command setMimic. We could make a really demented face for the winner at a cutscene at the end.

OK, now for a couple of questions:-

1) Should the mission have a soundtrack. It could be something catchy or comething chilling to set the scene. I don't recall any particular music from the film, (it was probably drowned out by the screaming and Xplosions) but I will check.

2) How long should the mission, approximately, take? In the film it could last for up to 3 days. (We will need to cut that down a bit ;D). This will giveme an idea as to the delays between forbidden zones and the announcements. In the film the announcements happened at 6:00am, 12noon and 6:00pm.

3) I think, as the GPS is a "weapon". That players should have a map and a compass (just like in the film). So you would have to nagigate around using distinctive points (like the scholl, lighthouse etc.). And the person who gets the GPS as a weapon gets it. Also, the GPS not only showed the location of the user, but also the location of the other players (that's the advantage). We could define that in the description.ext and make a new weapon using markers that follow the oter players around.
Title: Re:"Battle Royale" MP level
Post by: djackl on 31 Aug 2004, 12:40:51
I'll have a look for some music if you want, what kind of events will the music be brought in at?
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 31 Aug 2004, 12:42:37
Probably cutscenes mostly. Perhaps some in-game music as well played low? Like that really tense heartbeating stuff from horror movies. ;D
Title: Re:"Battle Royale" MP level
Post by: djackl on 31 Aug 2004, 12:43:30
Will deaths be shown in cutscenes aswell?
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 31 Aug 2004, 12:45:15
I dunno. That could slow the game down if, whenever someone dies there is a cutscene. Mybe the last person to die can have a cutscene all of their own.
Title: Re:"Battle Royale" MP level
Post by: djackl on 31 Aug 2004, 12:47:01
Or maybe when there are only two people left it does a cutscene and shows which players are the last ones.
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 31 Aug 2004, 12:48:47
Could do. What if the last few are the ones who have formed a close alliance and are trying to escape or kill Takeshi (Sakamochi)?
Title: Re:"Battle Royale" MP level
Post by: djackl on 31 Aug 2004, 12:51:12
Good point, maybe show takeshi aswell?
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 31 Aug 2004, 12:54:04
Yeah. If the players manage to get past the soldiers then we could put another trigger around the building of the school and when a player walks into the school it activates and you see that scene from the movie where Takeshi is on the phone to his daughter/sister and eating Noriko's cookies. Then you get to blast him and the mission ends. Probably showing another cutscene.
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 31 Aug 2004, 13:05:40
Hey, I've made progress with some of the weapons. I am working on the GPS "weapon". I found in the addon ideas section of the forum a script for a bulletproof vest which seems to do the trick ;)

[playername] exec "bodyArmour.sqs" //Put this in the player's init feild of who gets the weapon.


Then the script:-

#loop

_player = _this select 0

_startDamage=getDammage _player
~0.1
_endDamage=getDammage _player

_startDamage=(_startDamage + _endDamage) / 2
_player setDammage _startDammage

goto "loop"

This will check for changes to the dammage of the player every 0.01 seconds and halve it. You live longer basically. But, like a real bulletproof vest, 1 headshot will kill you. Now all we need is a picture for it to put in the Gear section of that book thing in OFP next to the map. And that's one down!
Title: Re:"Battle Royale" MP level
Post by: djackl on 31 Aug 2004, 15:41:04
I've found some music that might suit what you want, but of course it's too big to post anywhere so add me to ur msn if u have it and ill give u a sample.
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 31 Aug 2004, 16:04:00
Hey cool.

Check your private messages and e-mail.
You are now on my msn (I think ???) so you can send me that music now! ;D
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 31 Aug 2004, 18:01:54
That music djackl found was sweet! I think it would suit this mission perfectly.

If anyone else wants to hear it ask djackl (nicely) or me.

It would work playing low during the mission or louder on a cutscene. I will make a sample one using the music and you can tell me what you think. ;)
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 01 Sep 2004, 12:04:35
Okay. I was looking around and I found the Battle Royale soundtrack. I haven't been able to listen to it yet, as most of them are Japanese imports. But there is a more available French import which I will try and listen to.

The music is mainly classical and orchestral. But we don't need anything with words because you wouldn't pay attention to it anyway.

I have the island that Planck sent me. I will post it on my site:-

www.freewebs.com/leanbear/downloads (http://www.freewebs.com/leanbear/downloads)

If you think you can do any better or can improve/ add buildings and trees/ shrubery. You can download the map from the site.

I will post the cutscene soon. It will either be for the intro or one showing Takeshi (Sakamochi).

I have finished 1 weapon -m the bulletproof vest. Complete with script, picture (for the gear screen) and a config file.

See the picture below:
Title: Re:"Battle Royale" MP level
Post by: DBR_ONIX on 01 Sep 2004, 18:22:17
:D
Sounds good ;)
Can't wait till you make the fork :P
I tried to fix that mission, but it takes a load of addons I don't have  :-\
Can you sort out a no-addons version?
- Ben
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 01 Sep 2004, 18:41:24
I thought I did...  ???

Oh yeah ;)
I did the people but not the buildings and stuff. I will make a no-addons version.

I am working on the island now. The sample cutscene will be delayed but the island is more important, right?

I made an awsome discorvery. Since the island is so small it means I can put each tree individually with NO lag!!!
As almost the enitre island is forests this will give it a much better look, without the repeating, samey forest sections.
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 01 Sep 2004, 21:16:44
I'm having trouble getting the island to be small when I export it to WrpTool. :-\

I'll see if I can figure it out or see if Planck can help me.

The fork ;D, island, sample cutscene and school building are underway. If someone can help me do the school building that would be cool. :)

The no-addons version will be up very soon.
Title: Re:"Battle Royale" MP level
Post by: Planck on 01 Sep 2004, 21:26:04
What size do you want it to be..........half what it is now?


Planck
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 01 Sep 2004, 21:27:05
Yeah, almost exactly.
Title: Re:"Battle Royale" MP level
Post by: Planck on 01 Sep 2004, 21:28:08
I'll see what I can do.   ::)


Planck
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 01 Sep 2004, 21:29:33
Thanks.

Well done for responding so quickly!!  ;)
Title: Re:"Battle Royale" MP level
Post by: Planck on 01 Sep 2004, 21:50:48
Is this small enough.....it is the island reduced to half size?


Planck
Title: Re:"Battle Royale" MP level
Post by: Planck on 02 Sep 2004, 01:17:46
Sorry posted the wrong picture.

Try this one.


Planck
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 02 Sep 2004, 11:07:09
Thank you Planck. I will cheack it out asap. :)

In the meantime... Here is the "forbidden zones sorting out mission" with no addons.

Note: The ammo crate at the bottom of the map is the unit that execs the "forbiddenzonesn" script. ;)

Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 02 Sep 2004, 11:10:55
Planck,

That map was great, exactly the right size. But how do I get it to 8bit .bmp?
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 02 Sep 2004, 11:13:08
Never mind, I figured it out ;)

So... map up soon ;D
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 02 Sep 2004, 21:47:06
yO-K. The before-Alpha release of the island is ready. It has a few rocks and a lighthouse as objects. The textures are at base level. The hills sure were hilly in the first version so I had to tone them down a bit so you didn't have to hike up them all the time. (Reason: Basically it makes the island appear twice as large!!! Its meant to be small. It looks small enough from the top-down view but when you are running around it takes ages to get from A to B whereas, as the crow flies, it should take no time at all.)

Fork model is almost done. I am on the texturing stages right now. I am using the pictures from the website of the film to use as the model. So film weapons where necessary.

I am thinking about how to do the poison. Can anyone help me figure it out?

If you want to see the island, PM me with your e-mail and I will send it to you.
Title: Re:"Battle Royale" MP level
Post by: Matt Walter on 02 Sep 2004, 23:10:55
Maybe the poison will be hard. In OFP, you never need to eat, so you can't just slip poison in food like in the movie. You could make it throwable and have an affect like the holy water or the cocktail, and people in the radius die with a gagging affect... If anyone has a better idea about the poison, please say something.
Title: Re:"Battle Royale" MP level
Post by: Skumball on 03 Sep 2004, 01:07:57
Hi guys. I am really interested in this idea. I briefly thought about how this would work in OFP when I first saw BR a couple of years ago. Let me know if you need any scripting help. I'll have a look into how it might be made.
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 03 Sep 2004, 10:29:51
OK, the poision. I think there should be 2 types of attack with the poison. "Dust"//or whatever name we give it. - Where it is used like Matt said:

Quote
You could make it throwable and have an affect like the holy water or the cocktail, and people in the radius die with a gagging affect...

And the other option could be to use it like in the film. But that would mean either having a sort of health/ thirst bar added that slowly decreases over time, and drinking water from the well would replenish it. Or if you find food that would do it as well. I could make an item called "rations" in O2 (model and all) and since everyone only has one weapon the rations could be the water and bread the kids get in their bags. Say, two or three rations. If you can scavage for food in houses etc. then they can be picked up like taking ammo and then used!

The point is, if food and water were scattered around the area, you could put poison on it and if someone eats it well...... :-X

What do you think?

Quote
Hi guys. I am really interested in this idea. I briefly thought about how this would work in OFP when I first saw BR a couple of years ago. Let me know if you need any scripting help. I'll have a look into how it might be made.

Are you a sight for sore eyes. DBR_ONIX is working on the forbidden zones script but if you could try and fix it too that would be great ;)

Download the mission to fix the script from my post earlier on this page. Thanks! ;)

edit

Oh yeah. Since this is deffinately gonna have to be a mod. I thought I would design a logo. Here is the link (http://www.freewebs.com/leanbear/pics.htm)
Title: Re:"Battle Royale" MP level
Post by: Skumball on 03 Sep 2004, 13:14:16
I just downloaded that file but I need these addons:

sebnam_ci, blackman, objects, ags_build2, PCship, Baracken, lestersrl, mistress, sebnam_wp

I don't have any MP scripting knowledge, but I'll try and knock up a simple SP version. I've started to place down markers and triggers over the map grid and it's taking shape. I'll upload it as soon as I can.
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 03 Sep 2004, 14:32:44
Trust me, Skumball, there were no addons on the mission. I removed everything except for one ammo crate and a couple of civilian men (all ones that come with OFP anyway).

I guess you must of downloaded the first one I posted when I had all the addons n it.

Fork is ready for release. (I am very pleased with it - the level of detail is great! And I don't mean the LODs or anything. I mean I modeled everything from the slight bends in the prongs of the fork to the handle being almost exactly the right length. The textures are homemade but they look OK.

I am just finishing off the config file as I wirte this. I will edit this post later with the picture from O2 and the picture that will appear on the gear screen.

Animations still to do. I'm not great with OFPAnim but I did one of a man swinging a baseball bat but when I play it the bat stays in the same place!!!

Keep up the good work everyone.  ;)

edit

OK here is the picture of the fork that will appear in the gear screen.
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 03 Sep 2004, 15:42:13
Here is the picture of the fork in O2
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 03 Sep 2004, 21:31:12
OK. This is going to take two posts. I've done the axe/ hatchet (in BR it was used by Oki and he got impaled with it by accident)

The textures are again homemade but here they look scrapy in some places. They look too "fashioned" - i dunno something like that.

Anyway. No animations yet for it though. Here is the pic of it in the gear screen. As before the O2 model will appear in the following post.
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 03 Sep 2004, 21:32:50
Here is the axe in O2:

edit
Trust me, its not that bad looking in O2. Its just that if I made the quality any bigger then it wouldn't be able to be posted here.  :-\
Title: Re:"Battle Royale" MP level
Post by: Matt Walter on 04 Sep 2004, 01:35:12
Back to the poison, I like the ration idea. You could use the poison as an attack, and a trickery weapon. For example, you are with a group of players that are trying to figure out a plan to get off the island but, it seems hopeless and you have poison, just sneak in the poison and you would be the winner, it would make an edge of paranoia to always be around. Also you shouldn't just have poison for on time use, that takes the fun out of it, make 10 or something.

One more thing, I think some randomly placed weapons would rock. I am not talking about any M-60, but I think a poll or something like that... especially if you have poison and want to act like you got another weapon to backstab your friends later on.
Title: Re:"Battle Royale" MP level
Post by: Matt Walter on 04 Sep 2004, 02:37:01
SOMEONE IS COPYING US! :o

http://www.freewebs.com/wilson510/islands2.htm

scroll down and you will see
Title: Re:"Battle Royale" MP level
Post by: Planck on 04 Sep 2004, 03:41:34
I think you will find that they have been going for longer.   ;D


Planck
Title: Re:"Battle Royale" MP level
Post by: Matt Walter on 04 Sep 2004, 05:08:57
I downloaded that map to see what it was... it might as well een called "An Island with a few bridges." It is about as Battle Royale as Star Wars. So nothing to worry about. ;)
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 04 Sep 2004, 14:12:26
Yeah, I downloaded that ages ago when I first thought about BR being an OFP mission. If anything we would be copying them!

OK, well I was going to say that I was working on the hunger thing. But while I was writing this post it sorted itself out. DBR_ONIX and I were working on it this morning and then d told me on msn that one of the guys over at RPC is working on it. He is doing the bar as well. Goes by the name of Nuker over at RPC forums. He is willing to help but the script is for a project he is working on.

(I thought it was a pretty original idea)

Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 06 Sep 2004, 09:06:59
Good news from Skumball (who is doing the main mission and most related scripting) he was gonna upload something today but he was busy doing something else. So he will probably upload something for tomorrow so we will be able to see how he is getting on with it.

Still no luck with the custom animations. General Barron is trying to help me with that. If all else fails I could always turn to Hunter 8).

Progress on the weapons. I will post some new pics soon. I have also almost finished the ratons (food) and water bottles - for the hunger/stamina script. New pix soon ;)
Title: Re:"Battle Royale" MP level
Post by: Skumball on 07 Sep 2004, 01:48:21
Right peeps, here is the first beta of the zone scripting. It's not quite finished and I realise that there are still problems to be sorted out so I will continue to work on them.

I use the island on the south-east corner of Malden for this testing purpose.

I will explain what happens:

init.sqs:
Code: [Select]
[] exec {me.sqs}
[] exec {zonePlacement.sqs}
[] exec {zoneControl.sqs}
[] exec {dangerZoneCheck.sqs}
exit
Calls four scripts that are covered below.


me.sqs:
Code: [Select]
#loop
~0.5
{me} setMarkerPos (getPos player)
goto {loop}
Justs moves a marker so it is always above players head for testing purposes. Will also be required in game so players know where they are and don't blindly stumble into a prohibited zone and don't know where to go to get out ;)


zonePlacement.sqs:
Code: [Select]
triggerH6 setPos [9600,4480]
{markerH6} setMarkerPos [9600,4480]
triggerI6 setPos [10880,4480]
{markerI6} setMarkerPos [10880,4480]
triggerJ6 setPos [12160,4480]
{markerJ6} setMarkerPos [12160,4480]
triggerH7 setPos [9600,3200]
{markerH7} setMarkerPos [9600,3200]
triggerI7 setPos [10880,3200]
{markerI7} setMarkerPos [10880,3200]
triggerI8 setPos [10880,1920]
{markerI8} setMarkerPos [10880,1920]
exit
Moves zone markers & triggers into their exact locations. You will notice that they are a bit off-centre in the editor so this script overrides that.


zoneControl.sqs:
Code: [Select]
_H6 = [{H6}, triggerH6, {markerH6}]
_I6 = [{I6}, triggerI6, {markerI6}]
_J6 = [{J6}, triggerJ6, {markerJ6}]
_H7 = [{H7}, triggerH7, {markerH7}]
_I7 = [{I7}, triggerI7, {markerI7}]
_I8 = [{I8}, triggerI8, {markerI8}]
_zones1 = [_J6, _I8, _I7, _I6, _H7, _H6]
_zones2 = [_I8, _J6, _I7, _I6, _H7, _H6]
_zones3 = [_J6, _I8, _I7, _H7, _I6, _H6]
_zones4 = [_I8, _J6, _I7, _H7, _I6, _H6]
_zones5 = [_J6, _I8, _I7, _H7, _H6, _I6]
_zones6 = [_I8, _J6, _I7, _H7, _H6, _I6]
_zones7 = [_J6, _I8, _I7, _I6, _H6, _H7]
_zones8 = [_I8, _J6, _I7, _I6, _H6, _H7]
_zones9 = [_I8, _I7, _H7, _H6, _I6, _J6]
_zonesAll = [_zones1, _zones2, _zones3, _zones4, _zones5, _zones6, _zones7, _zones8, _zones9]
_zones = _zonesAll select (random ((count _zonesAll) - 1))
_i = 0
dangerZones = []

~1

hint {Welcome students!\n\nI hope that you are all fit and ready to fight!}

~3

#newZone

hint format [{Warning!\n\nSector Zone %1 will become a forbidden zone in 5 minutes.}, ((_zones select _i) select 0)]
((_zones select _i) select 2) setMarkerColor {colorYellow}

~3

hint format [{Warning!\n\nSector Zone %1 will become a forbidden zone in 20 seconds.}, ((_zones select _i) select 0)]

~3

_k = 10
#loop
hint format [{Warning!\n\nSector Zone %1 will become a forbidden zone in %2 seconds.}, ((_zones select _i) select 0), _k]
~1
_k = _k - 1
? _k > 0 : goto {loop}

hint format [{Warning!\n\nSector Zone %1 is now a forbidden zone.}, ((_zones select _i) select 0)]
((_zones select _i) select 2) setMarkerColor {colorRed}
dangerZones = dangerZones + [(_zones select _i)]

_i = _i + 1

~3

? _i < ((count _zones) -1) : goto {newZone}

hint {There is now only one safe zone remaining. If a winner is not decided in the next 15 minutes, there will be no safe zones and no-one will survive.}

~3

[] exec {killAll.sqs}

exit
First, each grid coordinate (zone) that will be required has the name, trigger and marker stored in their own array.

Then based on this example I have created a number of different orders that the zones can be activated in. I then store all of these in an array and choose one randomly.

Then the newZone loop comes next and is the main bit here.  It uses the order of the zones picked randomly above, and tells the player that the next zone will become a danger zone. I specify 5 minutes but change this to whatever length required. You'll notice that it doesn't wait for these times, but I put in 3 seconds just for testing purposes. The zone turns yellow in the map.

It then gives a warning at 20 seconds, then counts down from 10. The zone will then turn red signifying danger zone. This is then added to the global dangerZone array which is made available to another script below.

The script loops until all but one zone remains. The players are then informed that if a winner is not decided in the next 15 minutes then the remaining safe zone will become a danger zone and no-one will win (bye bye neck).

killAll.sqs has not yet be implemented.

Now this next bit is where I am having problems.


dangerZoneCheck.sqs
Code: [Select]
#wait
~1
? (count dangerZones) == 0 : goto {wait}

#start
~1
_i = 0
victims = []

#collect
~0.1
victims = victims + [list ((dangerZones select _i) select 1)]
_i = _i + 1
? _i < (count dangerZones) : goto {collect}

_i = 0
#death
~0.1
{[_x] exec {dangerZone.sqs}} forEach (victims select _i)
_i = _i + 1
? _i < (count victims) : goto {death}

goto {start}

exit
This basically checks each player for their position. If any are in danger zones then execute dangerZone.sqs for each of them. The problem is that they will keep getting the script executed for them over and over again until they leave the danger zone. I only want it to happen once.


dangerZone.sqs
Code: [Select]
_unit = _this select 0

hint {Warning!\n\nYou have entered a forbidden zone.\n\nYou have 20 seconds to evacuate or your collar will detonate.}

~10

_i = 10
#countdown
_k = 0
_count = 0

#check
~0.01
? _unit in (victims select _k) : _count = _count + 1
_k = _k + 1
? _k < (count victims) : goto {check}
? _count == 0 : goto {safeZone}

hint format [{%1...}, _i]
~1
_i = _i - 1
? _i > 0 : goto {countdown}

? !(alive _unit) : goto {exit}
_unit setDammage 1
{grenade} camCreate (getPos _unit)
goto {exit}

#safeZone
hint {You have entered a safe zone.}

#exit
exit
This gives a warning and a countdown much like that found when a zone is about to be made dangerous. A check is made during each second of the 10 second countdown to see if the player has entered a safe zone. If not, bye bye player.

This works fine, it is just the repeat calling of this script that is the problem from dangerZoneCheck.sqs.

There also seems to be a problem with the zone detecting for a couple of zones so I'll sort that out. Remember, beta beta beta !!

*edit*edit*edit* stupid stupid me. I had placed the triggers differently to the markers and I just realised. What a monkey. Ok it's just the repeat calls to the dangerZone script that is the problem now.

Also the same zone orders keep getting picked so I'll have to tweak that.
Title: Re:"Battle Royale" MP level
Post by: Planck on 07 Sep 2004, 03:51:47
Maybe you could set a variable to 'true' once the script has run for the first time.

Initialise the variable somewhere as 'false'.

You would then need to check the condition of this variable at the start of the script, if it is 'false' the script carries on, if it is 'true' the script exits.

Of course it will probably need to be reset as false afterwards in order to be effective for next time.

Just a thought.


Planck
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 07 Sep 2004, 10:00:26
Try putting this in somewhere, har har.

Code: [Select]
_zonesAll = ["zones1" ,"zones2" ,"zones3" ,"zones4" ,"zones5" ,"zones6" ,"zones7" ,"zones8" ,"zones9"]
_r = random (Count _zonesAll)
_r = _r - _r %1
[] exec (_Fzones select _r)

perhaps instead of
Code: [Select]
_zonesAll = [_zones1, _zones2, _zones3, _zones4, _zones5, _zones6, _zones7, _zones8, _zones9]
_zones = _zonesAll select (random ((count _zonesAll) - 1))
_i = 0
dangerZones = []

in the "zoneControl.sqs".
To fix doing the same patterns of zones.

I've yet to check it out but I can't see anything wrong with the script. ;)

Quote
This basically checks each player for their position. If any are in danger zones then execute dangerZone.sqs for each of them. The problem is that they will keep getting the script executed for them over and over again until they leave the danger zone. I only want it to happen once.

Well, surely if the script is executed the player will be dead so it won't need to exeute it again?

OK. About the finshed mission. Well, djackl gave me the idea about using setAccTime or doing what they use in NogVille.

So, I tried them out and the setAccTime is good, but it looks a bit wierd. Then I stated to move. It was like being in the laggiest mission ever but trying to move at the fastest speed doing the most possible things!!!

So that's prob. a no to using that. I am trying to see if there is a way to affect the time of day. But not the players.

But the NogVille thing works really well. Its a bit sudden and jerky when it changes, but its OK. This way the mission can actually last for "three days". Maximum of course.
Title: Re:"Battle Royale" MP level
Post by: Skumball on 07 Sep 2004, 12:48:37
Quote
Maybe you could set a variable to 'true' once the script has run for the first time.

Initialise the variable somewhere as 'false'.

You would then need to check the condition of this variable at the start of the script, if it is 'false' the script carries on, if it is 'true' the script exits.

Of course it will probably need to be reset as false afterwards in order to be effective for next time.

I've been trying to work out how to implement that but it is difficult, or maybe I am missing something obvious. Because the dangerZone script is activated for everyone there needs to be a flag which sets to true once each player is in a danger zone. But how do you set a flag for each person? It'll come to me eventually :) I may have to juggle the scripts about to get it to work.


Quote
Try putting this in somewhere, har har.

That may be the problem. Even though the random number picks a non-integer value (1.235 or something), it still manages to pick the closest whole number. But I have only once seen the _zones9 order picked so I'll se if that code helps.


Quote
Well, surely if the script is executed the player will be dead so it won't need to exeute it again?

I have given a 20 second countdown to evacuate the zone, otherwise an accidental crossing into a danger zone with an instant death is quite harsh, as the map needs to be consulted to find your position. This gives the foolish player a chance to get back to a safe zone. So all the time that you sit in a danger zone, a new call to the dangerZone.sqs is called and these build up in the background. So you eventually get a number of 20 second countdowns all happening at the same time! If you get to a safe zone before the first one expires you hear the hint popping up ("You have entered a safe zone") for each countdown script that was called whilst in the danger zone.

Bit complex to take in I know. I'll sort it eventually :D
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 07 Sep 2004, 16:33:42
20 secs? That's a long time. You could probably run through a zone in that time. The player should have to look at his map to find out where he/she is and where the forbidden zones are. That's half the point.

Its a harsh world out there. You gotta live it to learn it. as a wise man once told me

OK. So a newbie to the scene might accidentaly walk into one and get his head blown off. But after that checking the map and the hints are second nature. Would I be wrong to say that?
Title: Re:"Battle Royale" MP level
Post by: DBR_ONIX on 07 Sep 2004, 17:56:32
Hmm.. Are you making new units for the children?
Or editing them atleast?
If so, you could make a hidden selection for the head.. And when the neckless blows up, you do the hiddenselection on the head...
(And the colar too, of course)

Kinda sick, but it would add to the "I don't want my head-blowen off" fell
Anyway, gd work Skumball ;)
- Ben
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 07 Sep 2004, 18:18:28
Yeah, good work indeed! I checked the mission out and, apart from the fact that none of the time on the hints relates to th mission, the only thing I found that was in need of a de-bug was what you said:

Quote
So you eventually get a number of 20 second countdowns all happening at the same time!

Eventually it just crashed, but, in between the hints of 20 secs remaining I saw a glimpse of "10...." Which means that the script is running further in the "dangerZone.sqs". If you re-jig this part:-

Code: [Select]
? !(alive _unit) : goto {exit}
_unit setDammage 1
{grenade} camCreate (getPos _unit)
goto {exit}

and basically just take out of the first line:-

Code: [Select]
: goto {exit}.

Yes. I was planning on doing new models for the kids. But from existing ones of course. The animations thing is almost done. As in, I can almost get the weapons to move. The hiddenslection is a good idea.
It will look pretty sick with fx added to to it! ;D
Title: Re:"Battle Royale" MP level
Post by: Matt Walter on 07 Sep 2004, 21:10:03
I just thought of something... since the zones are random, what do we do if the map gets split up. Is there a way for that not to happen?
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 07 Sep 2004, 22:25:44
Nope. But that's kinda part of the fun isn't it? Sometimes you'll be left with almost no room after a few zones are forbidden. Sometimes you'll end up with loads of room for almost the whole thing!

Alright! I've finally worked out how to put custom weapons in a .p3d and then use them in custom
animations!! 8)
OK, so I've done a basic attack animation for the baseball bat (pretty much a baseball swing but aiming for the upper body/head and down to the waist at the side), the axe/hatchet
(like the baseball bat swing but with one hand on the axe the other for stability/balance also aiming for the upper body/chest) and the fork:D (a one-handed thrust into the adversairy's
stomach  :P)
Can't really get pics at the moment. When I do the config and stuff I will check it out in game
and see if I can get some snapshots of the anims in full glory.  ;)
Title: Re:"Battle Royale" MP level
Post by: Skumball on 08 Sep 2004, 00:54:30
Quote
20 secs? That's a long time. You could probably run through a zone in that time.
You could run through the small sub-sectors in that time, but not the big ones, they are 10 times that size! Immediate death would make my life a bit easier (there's a joke in there somewhere) and I could have a working script for you tomorrow (roughly), so let me know what you all think.


Quote
apart from the fact that none of the time on the hints relates to th mission
Yeah that'll be amended for the final :)


Quote
Eventually it just crashed, but, in between the hints of 20 secs remaining I saw a glimpse of "10...." Which means that the script is running further in the "dangerZone.sqs".
Yeah the 10... 9... 8... will appear in between the new calls to the script whilst u are in a danger zone, they just overlap each other.

Quote
If you re-jig this part:-

Code:
? !(alive _unit) : goto {exit}
_unit setDammage 1
{grenade} camCreate (getPos _unit)
goto {exit}


and basically just take out of the first line:-

Code:
: goto {exit}
I'm not sure why I need to take out that part. The reason that check is there is to stop the player getting exploded even after he has died. But that all goes back to the multiple calls problem so if I can sort that then that will be that.


Quote
I just thought of something... since the zones are random, what do we do if the map gets split up. Is there a way for that not to happen?
Thats why I incorporated a number of different zone orders in zoneControl.sqs, 9 in all. I made sure that there were no options for a player to become stranded in a safe zone which might later turn into a danger zone. This in effect 'herds' the players to the final zone, which is why there are danger zones in BR, to encourage conflict. You basically want the zones to contract from the outside inwards in a random fashion.

Glad u all like. I will endeavour to meet your needs !!!
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 08 Sep 2004, 20:12:45
Quote
You could run through the small sub-sectors in that time, but not the big ones, they are 10 times that size!

Here's what I meant. Say all the zones except one are fobidden. If you go into a forbidden zone and the 20secs remaing thing starts going and you enter the zone near another boundary; you can run into the next zone (just crossing into it) then run back into the first one going forwards all the time. Using this tecnique, I managed to easily move accross the island without being blown up. And if you are playing a multiplayer game and there is only you and one other person left. And this other guy keeps doing the above. The mission could last for ages (well, only until the tree day mark). But it would be realy unfair on the other player since he can't do it. See what I mean? Try it if you don't believe me. And if immediate death upon entering a forbidden zone would make your life easier, it would prob. make the players' lives easier as well.

Sorry about the delays of pics from the modeling, island and animations departments. I went into OFP and then remembered I had to write loads of configs for the animations and the models. But since I can't find any to use as a guide, (they are all in .bin and I dunno how to un-bin them  ::)) And I've had to update the config for th island.

But they will come. Incedentaly, if any of yous guys want to test them out, feel free to ask me for them and I will send them to you. Just give me your msn or your e-mail (note: some e-m@il companies have a limit to the size of files attached and the inbox ie. msn is probably better) I'll get it down to the smallest that I can (.rar is best is you have WinRar) and you can check it out! ;)
Title: Re:"Battle Royale" MP level
Post by: Skumball on 09 Sep 2004, 01:00:35
Quote
Here's what I meant. Say all the zones except one are fobidden. If you go into a forbidden zone and the 20secs remaing thing starts going and you enter the zone near another boundary; you can run into the next zone (just crossing into it) then run back into the first one going forwards all the time. Using this tecnique, I managed to easily move accross the island without being blown up. And if you are playing a multiplayer game and there is only you and one other person left. And this other guy keeps doing the above. The mission could last for ages (well, only until the tree day mark). But it would be realy unfair on the other player since he can't do it. See what I mean? Try it if you don't believe me. And if immediate death upon entering a forbidden zone would make your life easier, it would prob. make the players' lives easier as well.
I see what you mean. In terms of dodging between two danger zones and constantly resetting the death script that in itself is yet another side effect of the repeat script calls. If and when I could fix it then that would not be a problem. Another problem also lies with a countdown: You could cross a corner of a danger zone into a safe zone provided you are quick enough.

I'll upload an instant death mission soon and we can go from there. Thanks for the feedback LB.
Title: Re:"Battle Royale" MP level
Post by: Skumball on 09 Sep 2004, 02:18:34
Here is the latest version. Instant death zones ahoy. Time delays are what they should be but change these in the script if you don't want to wait like a plum (x4 just aint fast enough and adding setAccTime is a waste of valuable energy, best spent breathing). killAll.sqs was not required; just made the final safe zone a danger zone. Comments/abuse welcome.
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 09 Sep 2004, 21:42:52
No problem. ;)

Here's a handy-dandy script for speeding up time without speeding up the action. Skumball, feel free to use this in the mission. Just have it as an init.sqs or just have it as a seperate scipt. Its just like how the one in NogVille works. Play is at normal speed, but the time changes happen in an instant.

Just unzip it and use it. ;)
Title: Re:"Battle Royale" MP level
Post by: Skumball on 09 Sep 2004, 23:07:27
Interesting script. Did you want to implement this somehow?
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 10 Sep 2004, 17:13:56
Yessireebob.

Just put it in the init.sqs like I said.

Until a possibale alternitive is found, this is the best I can do. ;)
Title: Re:"Battle Royale" MP level
Post by: Skumball on 11 Sep 2004, 01:43:05
Did you just want the time of day to move forward quicker than normal? If so then I knocked up a really simple one:

#loop
~6
skipTime 0.1
goto {loop}

That makes 1 second = 1 minute.

One problem is that if the player is keeping track of the time for when the zone turns red, then that pretty much messes up that plan :-\
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 12 Sep 2004, 14:39:24
Quote
One problem is that if the player is keeping track of the time for when the zone turns red, then that pretty much messes up that plan

Does anyone know if the watch that pops up when you press "t" (default settings) changes with the time. I didn't think so but I will check it out nonetheless.

Here is a pic from O2 of the SIG-Sauer pistol used in Battle Royale. When I tried to texture it it looked worse, so I put a simple grey on it and took some pix. (As before the pic showing the weapon in the gear screen will follow on the next post)

Is anyone a good texturer? 'Cause I really need one. The fork and axe are OK, but the gun looked crap!

The reference picture wasn't great so I tried some home remedies (which looked quite good seperately) but when I put them together it looked awfull!

By the way, I tested this out in OFP (because it is a fully-flegged addon - complete with lod's, configs, selections etc.) and it looks a treat. It would be better if there were textures. Actually, I might try "adapting" some of BIS's and putting them on mine.

OK. Since I can test the guns out and stuff, I will continue making the remaining ones (and adapting the uzi and ingram and revolver).

We should probably start thinking about how to give players random weapons.

Also, Skumball, about the forbidden zones script(s). I seem to recall you saying that the zones will follow a sequence but which one is chosen at random. And that the zones start towards the outside and spiral in. Shouldn't you also include some versions where the zones start at the south, say, and work up (vaugely) north?

Here's an idea that I had. Does anyone have a mic for the computer and a copy of BR on DVD (or VCD)? 'Cause you could play the film on, say, Windows Media Player and rcord parts of it to be used as sound in the game?

What do you think? The main parts I was thinking of were the announcements. If you recorded the part where Takeshi (Sakamochi) says what day it is then we could play that at the appropriate time, using a simple script. Or, even better, how about when Takeshi says who has died. Record the bit where he says who it was (the individual) and then put it the description.ext as a sound (in .ogg format of course) and then we can play that. Since the players are ging to take the place of one of the students the sound can be linked to their death.
Title: Re:"Battle Royale" MP level
Post by: Matt Walter on 12 Sep 2004, 16:16:33
About the random weapons... I still like my idea of random characters. You just choose boy or girl then you ae a random character.  ;)
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 12 Sep 2004, 19:27:37
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About the random weapons... I still like my idea of random characters. You just choose boy or girl then you ae a random character.

So how would that relate to the weapons?

Whoops! I forgot to post the gear pic for the BR SIG-Sauer. OK, here it is.

I've also done the Colt from Battle Royale. The pix will be on the two following posts.
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 12 Sep 2004, 19:30:06
*Check that*

Here is the Colt in O2. A straightforward side on pic.
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 12 Sep 2004, 19:34:26
Due to the 50kb limit. The pictures are pretty bad quality.

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I still like my idea of random characters. You just choose boy or girl then you ae a random character.

I think I get it now. So you pick to be either a boy or a girl. And then a character is chosen for you? Randomly right? ;) But then, would the weapons relate or would they be randomly chosen non-speciic for the character?

While y'all animadvert over that one. You can check this cool angle which shows the detail I put on the gun:-
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 12 Sep 2004, 19:37:01
And here is the picture you would see in the gear screen.

ps. Sorry about the lack of textures, but I'm working on that.
Title: Re:"Battle Royale" MP level
Post by: Skumball on 12 Sep 2004, 21:07:10
Shortened version of my original post, lost what I had written >:( Apologies if it sounds a bit blunt :)

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Does anyone know if the watch that pops up when you press "t" (default settings) changes with the time. I didn't think so but I will check it out nonetheless.

It does indeed. Nevertheless I have created a version for our mission. I have also created a weather script. I have attached the latest build. I recommend typing setAccTime 20 in the player's init field for a quicker version. ;)

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Also, Skumball, about the forbidden zones script(s). I seem to recall you saying that the zones will follow a sequence but which one is chosen at random. And that the zones start towards the outside and spiral in. Shouldn't you also include some versions where the zones start at the south, say, and work up (vaugely) north?

I included (almost) all viable zone patterns for the test mission and will do the same for our island.

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Here's an idea that I had. Does anyone have a mic for the computer and a copy of BR on DVD (or VCD)? 'Cause you could play the film on, say, Windows Media Player and rcord parts of it to be used as sound in the game?

I have BR on DVD and OGG experience, happy to help.

Random weapons deffo, everything else is open for discussion :P

Busy this coming week, will help whenever possible.

*edit* good pics LB!
Title: Re:"Battle Royale" MP level
Post by: Matt Walter on 13 Sep 2004, 03:19:33
But then, would the weapons relate or would they be randomly chosen non-speciic for the character?

You remember you list of students and there weapons... the character always gets the same weapon, but since you are randomly chosen a character, it still is a surprise what you get...or would gamers get real used to the characters and what weapon they had?
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 13 Sep 2004, 18:47:18
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You remember you list of students and there weapons... the character always gets the same weapon, but since you are randomly chosen a character, it still is a surprise what you get...or would gamers get real used to the characters and what weapon they had?

Yeah. I think that regulars would get used to which one to pick for the good weapons. I'm all for choosing either boy or girl and then you get a character picked for you. But I think the weapons, if possible, should be random.

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I have BR on DVD and OGG experience, happy to help.

Cool. ;) Do you get what I mean with the recording certain parts of the film?

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Busy this coming week, will help whenever possible.

Yeah, me too. I've got, like 10 basketball matches and practices to do this week. But, I wouldn't want to let you guys down. So, I've got planned (for this week):-

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*edit* good pics LB!
;)

edit

One more thing. The GPS which is with OFP is there for all players. Is there a way to make it so that it is only for one player and not the others? (Obviously, that would be the whole point of having a GPS as a weapon)
Title: Re:"Battle Royale" MP level
Post by: djackl on 13 Sep 2004, 19:50:34
well, with veteran games on servers you can't usually see stuff on the map anyway can you? I know that on some CTI matches you have the option to build a radar which labels stuff with dots on the map, but I'm not sure.
Title: Re:"Battle Royale" MP level
Post by: Skumball on 13 Sep 2004, 22:47:17
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Yeah. I think that regulars would get used to which one to pick for the good weapons. I'm all for choosing either boy or girl and then you get a character picked for you. But I think the weapons, if possible, should be random.

For me there is no question as to whether the weapons are random or not. They should definately be random. That's what makes BR all the more interesting (?) for those involved. Imagine playing a number of games and knowing which character has which weapon... how boring would that become? I want to start a game of BR and go; "s***, a fork" or "woo, a gun" :)

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Cool.  Do you get what I mean with the recording certain parts of the film?

Oui. I shall look into it.

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One more thing. The GPS which is with OFP is there for all players. Is there a way to make it so that it is only for one player and not the others? (Obviously, that would be the whole point of having a GPS as a weapon)

To make the GPS a little fairer, how about randomly picking an enemy, and displaying on screen there distance and direction? Then after a few minutes, another enemy is picked at random and their pos and dir come up on screen? Otherwise the GPS would be a GODLIKE weapon.

But also, how would players with helpful objects actually attack? There should be a standard punch attack for those without offensive weapons. Those with, say, a fork would have a similar method of attacking but be more powerful. Those with guns, well, they can feel smart :)
Title: Re:"Battle Royale" MP level
Post by: djackl on 13 Sep 2004, 23:08:48
Or you could have something like in Devilchaser's 'Operation Firelord' where the GPS beeps increase when an enemy gets closer and closer to you and when its solid, u kno ur screwed!!
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 14 Sep 2004, 17:36:01
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Or you could have something like in Devilchaser's 'Operation Firelord' where the GPS beeps increase when an enemy gets closer and closer to you and when its solid, u kno ur screwed!!

Hey, that's a cool idea! Do ya know where I can get that mission? I'll de-PBO it and find out "what makes it tick" ;D

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For me there is no question as to whether the weapons are random or not. They should definately be random. That's what makes BR all the more interesting (?) for those involved. Imagine playing a number of games and knowing which character has which weapon... how boring would that become? I want to start a game of BR and go; "s***, a fork" or "woo, a gun"

I agree wholehartedly ;)

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To make the GPS a little fairer, how about randomly picking an enemy, and displaying on screen there distance and direction? Then after a few minutes, another enemy is picked at random and their pos and dir come up on screen? Otherwise the GPS would be a GODLIKE weapon.

With the GPS, yeah it's a godlike "weapon" - hmm more of an utility ;)

The whole point of the GPS is just that. It tells you where everone is BUT you can't really kill people with it. Also from the film when Hiroki Sugimura is using it, the locations of people show up even if they're dead (it reads of the electronic signal from the collars or something). So you would have to be catious when using it. Anyway, you can't really kill people with it!!! Its more of a defensive weapon then an offensive weapon.

Which brings me to my next point:-

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But also, how would players with helpful objects actually attack? There should be a standard punch attack for those without offensive weapons. Those with, say, a fork would have a similar method of attacking but be more powerful. Those with guns, well, they can feel smart  

In the demo mission which didn't work for no-one I added the weapon "Strokefist" to their init feilds. Its a crappy animation and takes too long so I will make anoter. I can make a kick if you want as well?

Title: Re:"Battle Royale" MP level
Post by: Skumball on 14 Sep 2004, 19:46:45
A punch and a kick would be cool. Can they be easily binded to a mouse click? Say you choose punch or kick same way as you change from auto to single to grenades, then click to activate?
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 14 Sep 2004, 19:49:00
Yeah. The config is super easy too. Its getting the anims to OFP that's the problem. ;)
Title: Re:"Battle Royale" MP level
Post by: DBR_ONIX on 14 Sep 2004, 21:13:17
Not really got time to read the last few pages of stuff I've missed, but..
To get the audio from the DVD, have a look at www.doom9.net
Cya
- Ben
Title: Re:"Battle Royale" MP level
Post by: Skumball on 14 Sep 2004, 21:42:39
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Yeah. The config is super easy too. Its getting the anims to OFP that's the problem.

Splendid

*rubs hands together and cackles*

I'll next work on the army base and think up ways of overthrowing them.

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To get the audio from the DVD, have a look at

Nice.
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 16 Sep 2004, 21:40:31
Little idea here:

Has anyone heard of a game still in development called "Cold Winter" //or something like that.

There is a function that alows you to collect bits and bobs (like bottles, matches, fabric) - in fact, collect the said, put them all together and what've you got? One molotov ready for use! ;)

I was thinking maybe we could have something like that implemented in the mod.
Title: Re:"Battle Royale" MP level
Post by: djackl on 17 Sep 2004, 08:38:19
i aint seen it can u post a link?
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 18 Sep 2004, 18:06:05
Sure.

www.coldwinter.com (http://www.coldwinter.com) is the most obvious I guess...

Not much on it about the feature I was talking aout though. So I might end up posting a few links for more feature friendly stuff. ;)

Big post coming soon (actually I guess it will be loads a little ones) of all the work I've done from my list so far.

I've been having trouble with the textures. I checked out the BIS ones but the res on the is amazing. The pics I've been using to model them weapons are really low quality (about 50 pixels - no joke!!). But I will look around and see what I can do.
Title: Re:"Battle Royale" MP level
Post by: DEAD RABBIT on 20 Sep 2004, 00:22:08
Just here to say how much I admire this initiative. It sounds like this mod is gonna kick ass  ;D

I have seen Battle Royal and even BR 2 in japanese without subtitles (which is not so good as BR 1 even though I didn't knew anything about what they said or was going one), but anyway, the thing I liked so much about BR (except from the random weapons and silly evil sadistic events) were the characters and character designs.
You just knew who was evil, semi evil, scared like shit, wise guys, hero types, smart & experienced, idiots, unexperienced dickheads and air head girls.
Maybe this is something the MOD should charictarize with. Like you fill in a question list and based on the awnsers you will become this character. In the mission editor this isn't very hard, you just activate the group respawn option and based on the awnsers you add the type of character to it's group and kill the original, thus making the player to respawn as his character. For character design, each person should be modelled and textured (etc) and given special abilities and incapabilities.

Like panicery schoolgirls can't use a crossbow or a Uzi, they use other honest players to survive and use their weapon (poison/pan) to kill whoever trusts her.
Damn, just had another great idea, the whole concept of BR 1 is survivle of the fittest and it's exactly that the survivle aspect needs to be strenghtend. Like, with food. Each player needs to eat and drink or else he/she will die or hunger or doesn't get enough energy to move around or fight.

Lol, just some random ideas I got spurring in my mind, I just love Japanese cinema and animation, so innovative so realistic. Just seeing my own class being dropped off in the middle of nowhere with random weapons like a thee spoon and my mentor killed by a forced sadistic teacher........... just makes me laugh about live itself.
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 20 Sep 2004, 18:48:20
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Just here to say how much I admire this initiative. It sounds like this mod is gonna kick ass  
;)

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Maybe this is something the MOD should charictarize with. Like you fill in a question list and based on the awnsers you will become this character. In the mission editor this isn't very hard, you just activate the group respawn option and based on the awnsers you add the type of character to it's group and kill the original, thus making the player to respawn as his character. For character design, each person should be modelled and textured (etc) and given special abilities and incapabilities.

Ummm, OK. How would you stop the same character being picked more than once? What if someone worked out the specific answers to always get someone with the best special abilities. This mod wasn't really created for a RPG like mission although we could make a seperate one for it, it would just take more time.

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Like panicery schoolgirls can't use a crossbow or a Uzi, they use other honest players to survive and use their weapon (poison/pan) to kill whoever trusts her.

Hmmm, remember Satomi from BR (she was with the goody-goody girls' lighthouse crew). Well, she flipped and started blasting everyone with an uzi.

Quote
d**n, just had another great idea, the whole concept of BR 1 is survivle of the fittest and it's exactly that the survivle aspect needs to be strenghtend. Like, with food. Each player needs to eat and drink or else he/she will die or hunger or doesn't get enough energy to move around or fight.

Perhaps you have't had enough time to read through all nine (yeah NINE!!! ;D) pages of this topic, but the food/stamina idea has been under developement for a while. ;)

While I'm here, following (in the usual order you've come to expect) are some of the latest pics from the Weapons department. ;)

This one is the BR Ice Pick.
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 20 Sep 2004, 18:54:48
And now the Ice Pick in the gear screen.
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 20 Sep 2004, 18:59:51
Here is the Jacknife (ie. a flicknife).

Incidentaly, doe anyone know how I can get it to flick open. Cause at the moment its still one solid chunk. Can I make two or something?
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 20 Sep 2004, 19:28:30
And in the gear screen.
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 20 Sep 2004, 19:34:48
Here's the baseball bat n O2. I did one ages ago but the texture was wooden (and it was a different shape) so I changed it slightly. Currently working on the textures.
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 20 Sep 2004, 19:43:04
And in the gear screen.
Title: Re:"Battle Royale" MP level
Post by: DEAD RABBIT on 20 Sep 2004, 21:42:50
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Ummm, OK. How would you stop the same character being picked more than once? What if someone worked out the specific answers to always get someone with the best special abilities. This mod wasn't really created for a RPG like mission although we could make a seperate one for it, it would just take more time.

There is ofp map named OYT Tournament. In essence it's Deathmatch but VERY advanced with all kinds of gadgets and stuff (d knows what I am talking about and yes I know d  ;)). The system could be used to make the question list. Basically when everybody has filled the list with questions, the server will calculate who gets what character and in case there two or more who have the same match then the computer will randomly choose who gets the character and the remaining ones are randomly put in other characters .
The special abilities part is harder to script though (what are the variables for example). The sick person with the happy yellow hair for example, when he fights he is stronger (more live), faster (other velocity settings) and more bloody (eventhandlers, if he hits something, blood spurts everywhere).

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Hmmm, remember Satomi from BR (she was with the goody-goody girls' lighthouse crew). Well, she flipped and started blasting everyone with an uzi.

That was after one of the dumb girls there put poison in the food that was meant for that semi hero type boy who got beat up hard and was lying in bed. Lol, one of the girls tried the soup and ate the poison (cyanide) and she began to freak out and smashed her head in the bole of soup. Then paranoia struck them all and some weird things were happening then Satomi was on the table with a Uzi getting shot to pieces (that was fun to watch  ;D).
Title: Re:"Battle Royale" MP level
Post by: djackl on 21 Sep 2004, 07:53:07
Yeah it's OYC Real Tournament, although do we really want a game that screws up more often than not?  >:(
Title: Re:"Battle Royale" MP level
Post by: DEAD RABBIT on 21 Sep 2004, 20:08:55
The thing that always screws up in OYC is it's tournament system, but BR isn't based on that, since it's a Survivle Of The Fittest game.
Title: Re:"Battle Royale" MP level
Post by: djackl on 21 Sep 2004, 20:31:53
Yeah good point. What you could do is have about 4 or 5 multiple choice questions, but only one of them determines the person you will be, that would be quite simple to script wouldn't it?
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 21 Sep 2004, 21:40:57
OK people. We have trees!!!! I've almost finished covering the island with foliage (trees, shrubs, grasses, flowers etc.). It took so long because I did each one by hand. I could've used the reigon tool or something like that, but this seemed more personal and it looks better too ;)

I'll post some pics soon. There are some problems with the textures (wouldn't you know it ::)) but Planck's on the case, so he'll have it sorted soon, I'm sure.

Where can I get OYC Real Tournament? Actually, djackl was doing a tournament structure so, since a tournament was an option:
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The thing that always screws up in OYC is it's tournament system
I guess we would have to reconfigure it then ;).
Title: Re:"Battle Royale" MP level
Post by: djackl on 21 Sep 2004, 23:00:05
Waiiiiiit a minute. the kind of tournament structure i was thinking was like organisin this stuff into a kind of knockout system in which it would be posted online, i didn't think you actually meant we would have it all scripted in-game, i mean how would we fit that many people in a game???
Title: Re:"Battle Royale" MP level
Post by: DEAD RABBIT on 22 Sep 2004, 09:33:29
OYC's tournament system does work but can have bugs and d and I have come along quite a few in that map. I like d think you shouldn't use OYC's tourmanent system, it's too bugged.

The thing that was ultra cool in OYC was the menu system. You could actually type stuff in text boxs. What you could do is:

Question: "WHAT..... is your favorite colour?"
(choose from: red/yellow/orange/blue/green/pink/purple/black/grey)

If you awnser for example.... RED, then you become a blood thrusty killer. If it is pink, you become a punk, etcetera....

But several serious questions for this mod could be:
Question: "Are you willing to kill your best & only friend(s) if it was the only way to stay alive?"
(choose from: yes/no/yes and no/I don't have any friends)

Question: "Have you killed somebody before?"
(choose from: yes/no/almost)

Question: "What is your favorite sport?"
(choose from: Kick boxing/TaiKwando/Karate/Ballet/Tennis/Climbing/Running/Football/Rugby)

Question: "What is your favorite occupation?"
(choose from: watching TV/playing games/reading comic books or manga/watching porn movies or hentai/making homework/killing people/teasing people/reading boring literature/doing absolutely nothing/getting drunk/getting stoned & drunk/breaking in people's homes/helping other people/being an ars against other people/studying)

The sort of questions I had in mind. :D
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 22 Sep 2004, 18:37:27
Waiiiiiit a minute. the kind of tournament structure i was thinking was like organisin this stuff into a kind of knockout system in which it would be posted online, i didn't think you actually meant we would have it all scripted in-game, i mean how would we fit that many people in a game???

lol ;) Since I've never actually played OYC Tournament, I didn't realise it was all configured IN the mission. No way, we deffinately don't want that. What we wnat is what you were thinking of djackl, a sorta knockout thing. ;)

Actually, to quote djackl again
Quote
i mean how would we fit that many people in a game???
Over at RPC forums, Nuker reminded me that not that many people are really gonna be playing. He reckoned a full house would be rare and that, if it was popular, about 25 would be the average number of players.
Gotta take that into account.

@ DEAD RABBIT

Good idea. Know how to do it? Not so sure about specific characters though. Maybe it could be more general. Like if you answered "red" and you "like to kill people", then OFP would randomly pick a character from a selection (eg. Shuya, Hiroki, Shinji, Yutaka would all be in the "heroes" group. Wheras Kazuo, Mitsuko, *maybe* Shogo would be in the psyco killers group)

OK. Pics of the island (w/ trees ;)) soon.

Title: Re:"Battle Royale" MP level
Post by: DEAD RABBIT on 22 Sep 2004, 20:14:33
Well, I know how the princip works, but I don't know how to use it quite yet. I do know a person who can. I already dePBO'd OYC mission to discover that the description (where the most action is in this kind) is 5 times bigger than the actual mission.sqm. But no matter  ;D

And I think you are right, keeping the characters generalized should actually make it more funny. Like, there is a max number of 5 for psycho killers and such.

Edit: The person who I know/think that can, is a clanmate of d (BCS), his name is Silencer or something, he could help you guys out
Title: Re:"Battle Royale" MP level
Post by: djackl on 22 Sep 2004, 20:41:58
er...im not in BCS they hate my guts remember?
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 24 Sep 2004, 19:23:27
News from the Island Department

Planck was kind enough to make some custom textures for me so the ground doesn't look streeeeetttttccccchhhhed over the island. Pics soon.

New problem (great ::)) There is a problem with the trees. Although they look great and the whole island is currently covered so, obviously, some areas will be cleared for the residential areas, the coast and wherever houses/buildings will be. But, I fear, even with them removed (the current size is 25mb) it will still be something like 20mb. So, I might have to cut down on the foliage. 'Cause with the custom objects and stuff that will only add to the size.

If you have a good comp that could run it then I might be able to e-mail it to you. But even in .rar format its still pretty big. And the limit isn't that big. In the mean time I will work on reducing the size of the island (in mb of course ;))
Title: Re:"Battle Royale" MP level
Post by: Planck on 24 Sep 2004, 22:28:19
A large slice of the size of the island will be the textures that will need to be included with it.

Presuming you are only using 2 textures at 512 X 512 sizes.  Each texture file will be about 171 kb in size.

Also, there will be the transitional textures.  Each texture pair will require 12 transitional textures at most.  That works out at approx 2.4 Mb, just for the textures, and that is presuming you are only using 2.

With 3 textures this will go up to about 6.7 Mb.

You could always try using lower resolution textures, for instance 256 X 256.

This resolution would produce a size of approx 2.1 Mb for 3 textures.

However, if you really want the higher resolution textures then there is not much you can do about it, unless you just use stock textures that everyone has already.


Planck
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 28 Sep 2004, 17:22:51
@ Planck

OK. I'll try and use as many BIS textures as possible.

News From The Animations Department

Great news everyone. Over at the 3D modelling section of the forums I posted a couple of topics about OFPAnim. On the second one I did: Converting anims to OFP; General Barron said he would do a tut about it. But, I talked to him the other day and he said that it was slow progress (its not the easiest thing to do) and that he kept getting stuck. Foutunately, it wasn't hard for him to practically take me through, step-by-step showing me how to make my custom anims appear in OFP. It Works!

So, pictures from OFP showing them soon. Also, I know I've been saying for the last few posts that I would post some pics of the island, but they are way too big. So, I've decided to put them on my site (http://www.freewebs.com/leanbear) and you can see them in full glory there.

(Finally we're making major progress :))

edit
One more thing. As much as I try, I just can't get the textures for the weapons looking good enough. So I think we are need of a really good texturer. Since (unless we got lucky and someone saw this thread) we would probably have to advertise for it, I was thinking we could send loads of stuff to ofp.info or another site like that, cause I know that people would see what we're doing there. What do you think?
Title: Re:"Battle Royale" MP level
Post by: djackl on 28 Sep 2004, 17:53:15
First of all im wondering where the pictures are on your website..... ???
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 29 Sep 2004, 19:01:57
Unfortunately, due to "technical difficulties" (my comp not opening links) I havn't been able to put them up.

The config for my test anim didn't work, so I am gonna ask around and see if someone can help me.
Title: Re:"Battle Royale" MP level
Post by: DBR_ONIX on 03 Oct 2004, 23:03:02
I can help ya with the config
Next time I see ya on msn I'll help

I'm on holidays for the next 2 weeks, so I'll be on msn at random times, but more often :P
- Ben
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 05 Oct 2004, 12:16:54
Hey thanks, but I licked it right before I went on holiday over the weekend.

If anyone can help, the new problem is that when I open the Axe model in OFP it is un-textured even though it is textured; you can see proof from the pics I posted a while ago. That is currently (I'm happy to say) the only problem with it :)
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 10 Oct 2004, 12:34:18
Just thought I'd let you know; we are now officially a "mod" and have a registered tag on OFPEC. (BRMod). Any problemoes, just tell me and I'll change it for you.

Also, the recuitment notices for jobs to with our mod still hasn't been submitted. So there could be a delay before any work starts on the player models. :P
Title: Re:"Battle Royale" MP level
Post by: Matt Walter on 10 Oct 2004, 23:07:49
Hey all. I have just came up with a great idea which would make the game not just a deathmatch. You know how in the characters in the movie (and the book) have people they really care about and people they really hate. Well I have an idea how to fit it in the game. Somehow, you could make it so everyone has a "bonds list" between eachother and a "hit lists" (which both could be viewed in the map-brefing screen).
     A bond list would be a list of players who have a bond--meaning if anyone on the list is killed, something happens (like your breaking point meter starts to fill up and after so much people die that were on your bond list, you turn into a cold blooded killer, or something). Some characters would have preset bond lists (like the two main characters) You could also add people to your bond list (but not take off). Why would you do that you might ask ...it would be a trust agreement you could have between characters so team play could work and you could trust people. It could be an option to make a bond if you are close to a player and select the option as though getting in a tank. The character asked my say yes or no.
     A hit list, as a bond, might be preset with sertin characters. Someone can be put on a hit list for betraing you, killing someone on you bond list. If you kill someone on your hit list, you breaking point meter lessens. Some people could lessen you metter more ten others, depending on what they did.
     If you turn into a cold blooded killer, you can not have any bonds, all you do is want to kill. That one dude ...I forget his name again... would be preset to a cold blooded killer. Maybe cold blooded killers' weapons are stronger, or they can hold more weapons, or something that makes them better in combat.
     I think this would add a really cool feel to the game. Could it be done? If it would, it would make the mod 10 times cooler. ;)


PS: maybe a better name instead of "bond list" would be "friend list" would work better. And if I wasn't clear enough on something, tell me to explain it better and I will.  ;)

Title: Re:"Battle Royale" MP level
Post by: djackl on 10 Oct 2004, 23:43:05
i'm not sure if that would work because from the outset we seemed to be going to make it free-form so you could 'be who you want to be' rather than have everything chosen for you - effectively deciding the winner of the game before it has started. However i can see some potential for a friends list/breaking point, though i dont kno how you could force a player to become a cold-blooded killer.
Title: Re:"Battle Royale" MP level
Post by: Matt Walter on 11 Oct 2004, 02:01:24
I don't know about the cold blooded killer anymore, maybe just if you breaking point meter fills you kill your self... it sounds better then the cold blooded killer idea I had.  ;)
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 11 Oct 2004, 18:21:43
Quote
I don't know about the cold blooded killer anymore, maybe just if you breaking point meter fills you kill your self...

Yeah, cause then the cold-blooded killer would kill himself straight away ;)

I think its a great idea actually. I know as djackl says, we've been going down the "be-who-you-want-to-be" road for almost the outset. But I suggest a compromise: make two missions, one for the frag-a-holics and people who want the free-form type game and the other mission would be for the gamers who like rpg's and could implement rpg elements where you chose a role and as DEAD RABBIT said a while ago, pick a category as supposed to a specific character (then your character would be chosen for you, from an array or something), so there is a bit of randomness.

But I do like the idea of friends and enemies lists. I could see how the tenision would build in-game, when you ask another player if they want to be your friend - then the pause - then he/she wips out an uzi and blows you to peices, or says yes ;)

Quote
That one dude ...I forget his name again...

Kazuo Kiriyama  ;)

I'm releasing my first "official" mod soon (a fishing rod and accompning fish - for CessenaFun!) and I was thinking that it could be used in the mod to replenish your health meter when you can't find anymore rations or water on the island. Obviously, it could be more like a stick with string instead of a proper rod. Which could be made using my previous idea of collecting items and using them to build things (ie. a twig and some rope soon become a supply of food; when used correctly  ;))
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 12 Oct 2004, 18:36:13
Quote
I think this would add a really cool feel to the game. Could it be done? If it would, it would make the mod 10 times cooler.

Yes, I think it wouldn't be too hard to do. In principal its quite simple really. Two arrays for each player (one for friends, one for enemies) which, using the addaction command, could be added to or removed from. I think its not such a great idea having it so there is no option to undo putting someone onto your friends list (if you did it by mistake), however, if there was a penalty for removing someone from your list--even by accident--like something happening to the breaking point meter (would it be better to have it start from nothing, empty, and increase as more things happen?--instead of decrease), then that would be OK. After someone from your list died, then it would increase/decrease--whichever's worst.

One thing which I think will be much harder to script, is what would happen if your friends (on the list) betrayed you. I don't know how easy that would be to script, if at all. :-\
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 17 Oct 2004, 11:43:41
Just in case anyone was wondering. Skumball is still working on the mission and will submit something when he feels a significant improvement has been made.
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 22 Oct 2004, 19:49:40
I made a temporary website for the BR Mod. (For downloads etc.)

Battle Royale Mod Site (http://www.freewebs.com/battleroyalemod)

Also, I've finally posted more pics of the island on my site (http://www.freewebs.com/leanbear/pics.htm).
Title: Re:"Battle Royale" MP level
Post by: AnarCHy on 11 Nov 2004, 15:43:52
hope you guys dont mind me reviving this semi-lost topic, and dont ind this is my first post but......

a while ago a map got uploaded on my server caled [OYC]RealTournament, its not what you are talking about like little people or a new island like environment, but its worth checking out.  its got great visuals and it is a lot like battle royal (but with large people)

goes like this:
 - up to 20 players, but its always fun to watch AI battle
 - beginning of mission: battlers get ready as the spectators (the ones not fighting there match) place bets on them.
 - 6 (i think...) different arenas
 - match start: battlers buy weapons with cash from start of game and/or from bet money
 - whichever person wins advances to next round, its like a tennis championship :P


sorry if this was brought up before but i could read through all of the topic, my internet's been down and i cant get on nearly as often as I used to  :'(
Title: Re:"Battle Royale" MP level
Post by: djackl on 11 Nov 2004, 19:13:40
Too late :D, I mentioned OYC Real Tournament a while ago. The difference between OYC RT and what Lean Bear wanted is that Battle Royale is meant to have a lot of people in, OYC RT is just 1vs1, so I dont think it can be used as a template.

I'm unsure about how the project is progressing, I'll ask Lean Bear if I see him online.
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 12 Nov 2004, 11:24:27
Don't worry, although the topic here has apparently come to a stand-still, the project is still going on.

I'll post some pics of more work I have done soon. I am about to start having a crack at the people themselves (faces first, then the bodies/ clothes).

Perhaps, something we can look at from the OYC Real Tournament, is the structure before the mission itself actually begins. We could use that to see how we can arragne the friends/enemies lists, choosing characters etc.

Quote
what Lean Bear wanted

I resent that. Matt Walter started this topic, without him I seriously doubt it would have come as far as it has. I am merely the addon maker  ;)
Title: Re:"Battle Royale" MP level
Post by: djackl on 12 Nov 2004, 16:52:25
Well, Matt Walter hasn't communicated as much as you have with regards to progress, so I wasnt sure who to give credit to.
Title: Re:"Battle Royale" MP level
Post by: Skumball on 22 Nov 2004, 13:40:00
Hi guys. Just to let you know that I am still alive and kicking. The work I am doing for this mod regarding scripting has slowed down as of late but I plan to continue supporting it, especially when I can script for the new island. I will do some more stuff in the mean time when I can afford the time.  :-*
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 26 Nov 2004, 18:56:14
@ Skumball

Nice to know ;)

OK, here's a little update on the current situation.

btw I thought I'd put this at the top to catch attention.

SOUND INTERESTING? WANT TO HELP?

!!Then Click Here!! (http://www.ofpec.com/training/index.php)

Island

Still going. I'm trying to find someone else to help with the buildings so that I can start putting them on. Also, still working on a way to get the size of the island smaller. And working on transition textures.

Weapons

Getting done. Still dissapointed at the lack of response to the recruitment entries for a texture editor. Cause my attempts are really futile. Some are ok, but only good - we wnat excellence, am I right? So atm I'm doing models and configs.

Animations

Kinda stopped doing them (but when I do new weapon models I make anims for them). A project has opened up which could change how I do them, so I might wait to see how it works out. ;)

Music

Umm, don't really know what's happened here. djack has picked out a few tracks which we could use. If anyone has access to the BR I soundtrack or can get hold of it, it would be most generous if you could contribute to the mod by sending me some of the music from it. I think that would suit the mod pretty well ;)

Mission

Okay. So, the actual mission itself? No idea. Skumball got the forbidden zones thing pretty good, a little tweaking and it will be ready for use. Apart from that, I dunno. There isn't really going to be too much of a mission. Just a lot of scripts and players with weapons.

Scripting

Forbidden Zones - pretty much done. All weapons related scripts - pretty much done. Friends/Enemies Lists - nothing that I know of has been done on this. Needs doing, not too hard, but could take a while. Pre-Mission stuff - I'm not sure anything's been done with that. So, here's a misison, should anyone choose to accept it: Can someone de-PBO the OYC (prob already done) and check how the pre-mission stuff works there so we can get an idea of how to do the character choosing etc.

Character Models

I'm sure everyone will be happy to know that I have almsot finished Shogo's head. The textures could be tricky though. But face textures are easier than weapons textures - so I can probably handle that.

And that's all I can think of right now. The project is still going.

Want to help?

!!Then Sign Up Here!! (http://www.ofpec.com/training/index.php)
Title: Re:"Battle Royale" MP level
Post by: Lean Bear on 04 Dec 2004, 21:16:11
Is it just me, or has the no. of pages shrunk from 12 to 6?

Anyway, thought I'd let everyone know: I made a small forum/ message board for BR so we wouldn't have to clog up OFPEC with all our posts pics etc.

Also, we can practically upload almost any file type of almost any size (though not too big, otherwise the site would collpase).

I would be most gratefull if everyone involved in this mod could join it. You will get special privilages etc. but it would mainly be to discuss the mod in more detail and pehaps get some new attention.

You can either link to the BR Mod homepage via my sig, or follow this link (http://brmod.proboards38.com) directly to the forums.