file Hide and Seek?

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13 Jun 2015 04:13 #1
I heard that HiGuy was working on Hide and Seek for a while, then he broke something, and now there's an empty folder in my multiplayer directory labeled "Hide and Seek". I LOVED Hide and Seek. Can someone create a template or something so we can build maps for it? I feel that there may be parts of the .mis file that aren't included in any of the other 3 gamemodes.

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13 Jun 2015 04:32 - 13 Jun 2015 04:32 #2
Hide and Seek mode was originally planned for 1.51, but was "removed" (quotes because I forgot to actually remove it completely) due to setbacks. If you really want to test it out, use a gamemode of "seek", but keep in mind that it will be buggy and is slightly unfinished. Missions for Hide and Seek can be just like normal missions, just add more hiding spots :) They do have their own special directory (you have probably seen it) if you're serious about them. Fixes for Hide and Seek may be coming in the next patch, although that is currently uncertain at this point in time. As for now, consider the mode incomplete and subject to change.

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function clientcmd12dothepq() { commandToClient(LocalClientConnection, '34onthedancefloor'); }
Last edit: 13 Jun 2015 04:32 by HiGuy. Reason: caps

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13 Jun 2015 13:00 #3
It's a little buggy but VERY fun. Try Apex (a custom MP) and Diamond Territory (by Buzz)

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13 Jun 2015 16:24 - 13 Jun 2015 16:24 #4
Yeah, I think Hide and Seek should be added in for 1.52. No offense, but I think it's better than collection (sry frosty, blame the fact that I suck marble at it). One detail though, HiGuy was considering making it so that the hiders could not move after the time runs out for them. In my humble opinion, there are two problems with this. A. The marbles could just fall OOB right when time runs out so they'll be stuck hovering. This seems to defeat the purpose of it. B. The chasing element of it is what makes it fun, and there's no hovering. If you want a true Hide and Seek, you can make one mode where you can't move after hiding, but also another mode called "Hide and Seek Tag." Or, you could make it where you can move in midair but not on surfaces. That way players are prevented from hovering and will try to avoid OOBages.

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Last edit: 13 Jun 2015 16:24 by Eguy. Reason: yeah. sorry. frosty. listen. okay.
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13 Jun 2015 19:21 #5
I think I have a good nerf for hiders (or rather, buff for seekers) - The seekers can, at will, change from MM to normal marble at any time with unlimited uses. This will remove the "oh my gosh I just went through him for the fifth time" when the hiders are just jumping around and running, because the MM will be big enough to catch the hider even if you're a little off-aim on the hider's screen. It'll still keep the hide-and-seek part of the game intact though.

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14 Jun 2015 18:42 #6
Or even better;

Give the "hiders" the first minute of the match to "hide". Freeze the "seeker" in one place and black out their screen so they cannot locate where the other players are hiding. After the first minute, the hiders are frozen, and the seeker must now locate all of the hiders. This is more true to the tradition Hide and Seek mechanics and ensures players are properly "located" by the seeker - it also avoids the whole collision issue since you can technically throw a trigger object on a player's position once they are frozen to that spot.

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14 Jun 2015 19:53 #7
I like that aayrl, we'll have to see :)

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14 Jun 2015 19:56 #8

Aayrl wrote: After the first minute, the hiders are frozen


Indeed, but what eguy was mentioning is in reference to some people jumping way into the air and then being frozen either right above the bottom of the oob trigger or just in midair. Not sure how to handle that...

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14 Jun 2015 21:13 #9

HiGuy wrote:

Aayrl wrote: After the first minute, the hiders are frozen


Indeed, but what eguy was mentioning is in reference to some people jumping way into the air and then being frozen either right above the bottom of the oob trigger or just in midair. Not sure how to handle that...


1) If they are above the interior, use the same logic as the "Drop to Interior" from the level editor. This will force the marble to be on the ground when you're in the "freeze" phase.

2) If the marble has no interior below it (i.e., jumped out of bounds), the drop to interior will fail. Respawn the marble and freeze. This will discourage players from trying to jump Out of Bounds as the freeze phase begins.

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17 Jun 2015 15:44 #10
Sooo...recap:
Put the gamemode as "seek" in the mission file and that's it?

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17 Jun 2015 17:05 #11

Rozi the Singer wrote: Sooo...recap:
Put the gamemode as "seek" in the mission file and that's it?


That and prepare yourself for bugs as this is unfinished. If you spot anything which is obviously broken, contact me directly. Chances are that parts of it will change in the future though, so don't get too attached to everything.

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