Need help with my EoT map!

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You might have heard of my map Edge of Tomorrow, and jiafish gave a really good point. I made it a generic killing game and that's not really what i want. And to satisfy him and all of you i need help, but first here is what jiafish said,

you know, something in the mechanics of this game defeats the very thing that make the movie what it is.
Why do you lose the game when you die? The thing that makes the movie is when you die, you go back to the start of the day.
You should make it that when tom dies, he restarts and keep his own level. Rita should start at max level, at the starting stage of the game, rita is carrying everyone. But as you die more and more and level up, tom becomes the stronger one.
I understand that this makes the game sort of easy. But you have the different difficulties for people who want to try more challenging things.

You can also make the last stage without revive. You die you lose, like in the movies.

Im just saying that you are taking out the uniqueness of the edge of tomorrow theme and making this a generic killing game.

So i what i have done is i made Rita level fifteen and she can't pass that. And to even out Rita just a little im gonna make the Mimics just a little more difficult. So i need to find out how when you die, it restarts the game and keeps all of Tom Cruises levels, like he learned from last time. If anyone knows how to do this i'll will be so happy and grateful and also if you want/need/don't care i'll give you +rep. (If you need the map just download it on the map section on page two)
 
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You should firstly create a Game Cache then use Game Cache - Store Integer to store the current level of Tom. Just change Label and Category to any words. At map initialization, you set Tom's level to this stored integer by the function in the list of integer functions Game Cache - Load Integer Value. Since I do not have a great knowledge on game caches, you should check out tutorials about it to know how they work precisely but what I'm sure of is that you'll have to use them.
I remember Hashtables have quite similar uses but I never used them before so I'm pretty unsure if they'd satisfy your needs or not.
 

Dr Super Good

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The key concept is not starting a new session, but rather "resetting" the current one.

You store all destructibles data and initially placed units in massive arrays. When you want to "restart" you then remove all appropriate units and create new ones in their place. If you are worried about removing and creating so many units you can run quick checks for each (if they have been killed/destroyed/moved/damaged) and then only replace ones which need replacing. This could be quite performance taxing so best to have some form of screen overlay during this time and stagger it over a few seconds (to prevent possible "waiting for player" dialogs). Obviously you also need to reset trigger state back to starting values.

When the players start again after dying it would seem to them that the map has reset while in reality you purely reset the sessions state to be practically the same as the starting state.
 
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