Multi-Team Campaign Map Pack v 1.02 by Dungat -------------------------------Concept--------------------------------- Multi-team campaigns (MTC) is a mix between multiplayer campaigns and TDM. It consists of two or more teams fighting each other to complete a set of mission objectives. The first team to complete its objectives wins, although its hard to see how BOTH could possibly complete them. They tend to be mutually exclusive goals. --------------------------------Files---------------------------------- There are currently two missions. MTC_New_Turkhazakstan: The Imperial Knights (Red Team) are landing at Carter Flats and its up to Harabec and his rebels (Yellow Team) to stop them. There are three ways to for this mission to end, including the way it actually does. Smart guns are disabled, as is all Cybrid technology and the regular TDF hercs. Two AIs: Harabec and Caanon, included in map (special configs) MTC_Into_Thick_Air: A scouting mission on Venus (Yellow Team) discovers that the Cybrids (Red Team) are planning to annahilate one of the Human Alliance's bases. The Cybrids do not have to destroy all base structures to win. I've tried to keep it in proportion to the number of structures that are destroyed when Striker One arrives on the scene (yes, it's THAT base). Metagen vehicles are disabled. Two AIs: Mobile Nexus and that little utility truck that hid among the ruins, script-spawned -------------------------Possible Directions--------------------------- There are a couple of requests I received for new missions. Since this is the last time I will have anything to do with the map type, I'm putting them here. MTC_Birdcage: This mission would take place before the human SP campaign. The object of the game would be to have Navarre capture Harabec (while he was leading a base attack, perhaps), or for Harabec to escape. I was thinking of implementing mined passes for this one, but I don't know of a terrain that would serve as a good trap. It would have to be a pit with few entrances. "Something with both Harabec and Caanon fighting on the same side" was the request. I don't know what to do for this. Perhaps a modification of the Battle of Cinquinni Fracture (aka human mission "Animal Tenacity"), but it seems a little boring. On the bright side, the cybrid team would get to use drop pods... perhaps using a similar mechanism to the dropships from MTC_New_Turkhazakstan. ------------------------Bugs/Needed Modifications---------------------- There are still a few bugs crawling around: MTC_New_Turkhazakstan loads far too slowly. The process is repeated, although to a lesser and more manageable extent (for most players, some still lag out) with MTC_Into_Thick_Air. Its cause is still unknown. Updates to the herc bay (allowing cybrid tech in this case) cannot be seen by players who enter the game before the updates take place. killChannel() does not seem to work for the utility truck in MTC_Into_Thick_Air, although it works perfectly with TAC-COM. The Yellow Team's help pylons in MTC_New_Turkhazakstan are located inside a ZED shape, making them unscannable. I don't know what to do with this. I cannot override the server's team allowances, although I can do so for vehicles, weapons, and components. Potential problem on servers with three- or four-team maps. -------------------------------Credits--------------------------------- Zephyr -for the idea. Dolf Kooz -for coming up with a lot of the campaign code. Orogogus -for the server logging stuff. Again Orogogus -for his server tips. Dull WR -for helping to test and debug the game. Anybody I missed -for whatever it is you did.