Power Grab: Difference between revisions
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{{CustomHeader|Title=Description}} | |||
Power Grab | The Power Grab template contains the entire logic for the Power Grab game mode. Simply place the template in an ARC, make any desired optional modifications, and it will be ready to play. | ||
There are | {{CustomHeader|Title=What the Stamp does}} | ||
The stamp will handle all the logic required for Power Grab. There are modifiable variables which can be adjusted to tune the game rules and game objects such as sample spawn points, team bases and a mega cube which can be placed anywhere in an ARC. The stamp will handle the full game mode flow such as ready up, game mode play, post-game, and transitions to other game modes. | |||
{{CustomHeader|Title=Where to find it}} | |||
Stamps > Public Stamps > Power Grab Template | |||
{{CustomHeader|Title=Rules of output}} | |||
Power Grab is a capture-the-flag type game mode where two teams must capture the mega cube at their base and defend it, gaining 1 score per second of it being captured. Once the score cap is reached, the scoring team will win the round. The first team to win X number of rounds wins the game. | |||
{{CustomHeader|Title=Win conditions}} | |||
If the round timer ends before the score cap is reached, then the highest scoring team will win the round. | |||
The round can transition to overtime in two scenarios: | |||
* The round ends in a draw | |||
** Overtime will immediately end if either team captures the mega cube. The first team to capture will win the round. | |||
* The losing team has the mega cube captured | |||
** Overtime will immediately end if the losing team overtakes score, or if the winning team steals the mega cube. | |||
If the overtime timer ends and the game is still drawn, the round will end and neither team will win a round point. | |||
{{CustomHeader|Title=Player Spawning}} | |||
There are 3 types of player spawn points: | |||
* Defend: Players spawn here when their team has captured the mega cube. | |||
* Attack: Players spawn here when the opposing team has captured the mega cube. | |||
* Default: Players spawn here when neither team has captured the mega cube. | |||
{{CustomHeader|Title= | {{CustomHeader|Title=Mega Cube}} | ||
Players can pick up the mega cube by touching it. If the mega cube carrier is killed, then the mega cube will fall to the ground and will reset to the start point after 10 seconds (unless picked up by another player). | |||
The mega cube can be captured at a player’s team base where it is automatically detached and placed. | |||
Players can defend the captured mega cube by standing on their base to contest it. While the base is contested, the enemy team will not be able to steal the mega cube. | |||
{{CustomHeader|Title= | {{CustomHeader|Title=Instructions for use}} | ||
Setup: | |||
* Set ARC Type to <b>Game</b> or <b>Game with a Lobby</b> | |||
* Set Spawn System to <b>Manual</b> | |||
< | * Customize stamp variable default values (optional) | ||
< | |||
{{CustomHeader|Title= | {{CustomHeader|Title=Requirements}} | ||
There are sample spawn points that can be placed anywhere required for each team. | |||
*Place as many Player Spawn Points as needed for each team with the appropriate attributes (the stamp contains examples of each for each team). There are 3 types: Defend, Attack, Default. | |||
** Players spawn at Defend spawn points if their team has captured the mega cube | |||
** Players spawn at Attack spawn points if the opposing team has captured the mega cube | |||
** Players spawn at Default spawn points if neither team has captured the mega cube | |||
*There is one base for each team, these are marked as Alpha and Bravo, and contain a trigger box which is linked to the logic required for each base. | |||
** Place both bases wherever desired in the ARC. | |||
*There is a mega cube actor and mega cube base game object. Whenever the mega cube is reset, it will be sent back to this base. | |||
** Place the mega cube actor and mega cube base anywhere in the ARC. | |||
Once this is all set up, the game mode will be ready to go. | |||
{{CustomHeader|Title=Variables}} | |||
{| class="wikitable custom-table" | |||
! style="width: 400px; background-color: #050522; color: #ffffff;" | Changeable Setting | |||
! style="width: 600px; background-color: #050522; color: #ffffff;" | Option | |||
! style="width: 900px; background-color: #050522; color: #ffffff;" | Description | |||
|- | |||
| Pre-game Duration | |||
| 0-1000 (Default 120) | |||
| The duration in seconds for the ready up screen to be visible for. | |||
|- | |||
| Round Duration | |||
| 0-1000 (Default 300) | |||
| The duration in seconds of the round. The round will be evaluated and go into overtime if required after this duration. | |||
|- | |||
| Post-game Duration | |||
| 0-1000 (Default 60) | |||
| The duration in seconds that the post-game screen will be visible before transitioning to the next game mode. | |||
|- | |||
| Overtime Duration | |||
| 0-1000 (Default 60) | |||
| The maximum duration of overtime before the round finishes. | |||
|- | |||
| Score to win round | |||
| 0-1000 (Default 60) | |||
| The score cap for a team to win the round. The round will end immediately if this score cap is reached. | |||
|- | |||
| Rounds to win game | |||
| 0-1000 (Default 2) | |||
| The number of rounds a team needs to win to win the game. | |||
|} |
Latest revision as of 13:32, 14 June 2024
Description
The Power Grab template contains the entire logic for the Power Grab game mode. Simply place the template in an ARC, make any desired optional modifications, and it will be ready to play.
What the Stamp does
The stamp will handle all the logic required for Power Grab. There are modifiable variables which can be adjusted to tune the game rules and game objects such as sample spawn points, team bases and a mega cube which can be placed anywhere in an ARC. The stamp will handle the full game mode flow such as ready up, game mode play, post-game, and transitions to other game modes.
Where to find it
Stamps > Public Stamps > Power Grab Template
Rules of output
Power Grab is a capture-the-flag type game mode where two teams must capture the mega cube at their base and defend it, gaining 1 score per second of it being captured. Once the score cap is reached, the scoring team will win the round. The first team to win X number of rounds wins the game.
Win conditions
If the round timer ends before the score cap is reached, then the highest scoring team will win the round.
The round can transition to overtime in two scenarios:
- The round ends in a draw
- Overtime will immediately end if either team captures the mega cube. The first team to capture will win the round.
- The losing team has the mega cube captured
- Overtime will immediately end if the losing team overtakes score, or if the winning team steals the mega cube.
If the overtime timer ends and the game is still drawn, the round will end and neither team will win a round point.
Player Spawning
There are 3 types of player spawn points:
- Defend: Players spawn here when their team has captured the mega cube.
- Attack: Players spawn here when the opposing team has captured the mega cube.
- Default: Players spawn here when neither team has captured the mega cube.
Mega Cube
Players can pick up the mega cube by touching it. If the mega cube carrier is killed, then the mega cube will fall to the ground and will reset to the start point after 10 seconds (unless picked up by another player).
The mega cube can be captured at a player’s team base where it is automatically detached and placed. Players can defend the captured mega cube by standing on their base to contest it. While the base is contested, the enemy team will not be able to steal the mega cube.
Instructions for use
Setup:
- Set ARC Type to Game or Game with a Lobby
- Set Spawn System to Manual
- Customize stamp variable default values (optional)
Requirements
There are sample spawn points that can be placed anywhere required for each team.
- Place as many Player Spawn Points as needed for each team with the appropriate attributes (the stamp contains examples of each for each team). There are 3 types: Defend, Attack, Default.
- Players spawn at Defend spawn points if their team has captured the mega cube
- Players spawn at Attack spawn points if the opposing team has captured the mega cube
- Players spawn at Default spawn points if neither team has captured the mega cube
- There is one base for each team, these are marked as Alpha and Bravo, and contain a trigger box which is linked to the logic required for each base.
- Place both bases wherever desired in the ARC.
- There is a mega cube actor and mega cube base game object. Whenever the mega cube is reset, it will be sent back to this base.
- Place the mega cube actor and mega cube base anywhere in the ARC.
Once this is all set up, the game mode will be ready to go.
Variables
Changeable Setting | Option | Description |
---|---|---|
Pre-game Duration | 0-1000 (Default 120) | The duration in seconds for the ready up screen to be visible for. |
Round Duration | 0-1000 (Default 300) | The duration in seconds of the round. The round will be evaluated and go into overtime if required after this duration. |
Post-game Duration | 0-1000 (Default 60) | The duration in seconds that the post-game screen will be visible before transitioning to the next game mode. |
Overtime Duration | 0-1000 (Default 60) | The maximum duration of overtime before the round finishes. |
Score to win round | 0-1000 (Default 60) | The score cap for a team to win the round. The round will end immediately if this score cap is reached. |
Rounds to win game | 0-1000 (Default 2) | The number of rounds a team needs to win to win the game. |