Difficulty Levels: Difference between revisions

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PLACEHOLDER
==Excluding & Restricting Entities & Events from/to Difficulty Levels==


Add the AI to the map and equip it with these spawnargs:
To restrict an entity to a particular difficulty setting you ''exclude'' it from the others, as follows...


"diff_0_nospawn" "1"
To ''exclude'' an entity from a particular difficulty level you set it to not spawn as follows:
"diff_1_nospawn" "1"


which will prevent the AI from spawning at difficulty level 0 (= Easy) and 1 (=Hard).
* Select the entity
* Add the following property and value:
* diff_N_nospawn 1 ... replace N with...
** 0 = 'Easy'
** 1 = 'Hard'
** 2 = 'Expert'
* The '1' enables it to not spawn and 0 would allow it to spawn (the default)


===Changing the Difficulty Level Names===
==Placing Entities at Different Locations on Different Difficulty Settings==
 
You can position an entity in different locations on different difficulty levels. To do this...
 
* Clone the entity so you have one copy for each location you want.
* Optionally rename the entities, eg, sceptor_easy, sceptor_hard, sceptor_expert
* Add the properties and values, eg, for the one to be used on Easy you would exclude Hard(1) and Expert(2)...
** diff_1_nospawn 1
** diff_2_nospawn 1
* Move the entities to the locations you want.
 
===Objectives:===
 
If the entity is an objective then you will need three objectives each having their own difficulty setting (see [[Objectives]])
 
===Inventory Name Clash===
 
If testing with no difficulty settings set then all three copies of the entity will appear the in the mission. In that case if the entity can go in the player inventory, each must have an exclusive inventory name or only the first one can be frobbed (if already in inventory at sure not sure - maybe error or only one show.) You can get round that by varying the inv_name property on each, eg, 'A sceptor', 'The sceptor', 'Sceptor', 'Lord's sceptor' but you might want to change those back to one name after testing.
 
 
==Changing the Difficulty Level Names==
Mappers can change the default names of the difficulty levels, eg, for style, story, or type. For example, suppose in your mission you want one level to include no kills or KOs and add other obstacles so the player has a richer experience playing more stealthily you might want to call it say "Stealthy". Then another difficulty level in your same mission where you put extra enemies in brightly lit areas that the player can only get past by fighting them then you might want to call it say, "Warrior". Another idea you might have would be "Extra Clues". To do this...
Mappers can change the default names of the difficulty levels, eg, for style, story, or type. For example, suppose in your mission you want one level to include no kills or KOs and add other obstacles so the player has a richer experience playing more stealthily you might want to call it say "Stealthy". Then another difficulty level in your same mission where you put extra enemies in brightly lit areas that the player can only get past by fighting them then you might want to call it say, "Warrior". Another idea you might have would be "Extra Clues". To do this...


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Other suggested styles :"Assassin", "Ninja", "Key Hunt" and so on.
Other suggested styles :"Assassin", "Ninja", "Key Hunt" and so on.


==Testing on Different Difficulty Settings==


To test an uninstalled map on different difficulty levels


MORE TO COME.....
* Select any worldspawn brush or patch
* Add the following property and value:
* difficulty N ... replace N with...
** 0 = 'Easy'
** 1 = 'Hard'
** 2 = 'Expert'




{{tutorial-editing}} {{darkradiant}}
{{tutorial-editing}} {{darkradiant}}

Revision as of 09:07, 3 June 2008

Excluding & Restricting Entities & Events from/to Difficulty Levels

To restrict an entity to a particular difficulty setting you exclude it from the others, as follows...

To exclude an entity from a particular difficulty level you set it to not spawn as follows:

  • Select the entity
  • Add the following property and value:
  • diff_N_nospawn 1 ... replace N with...
    • 0 = 'Easy'
    • 1 = 'Hard'
    • 2 = 'Expert'
  • The '1' enables it to not spawn and 0 would allow it to spawn (the default)

Placing Entities at Different Locations on Different Difficulty Settings

You can position an entity in different locations on different difficulty levels. To do this...

  • Clone the entity so you have one copy for each location you want.
  • Optionally rename the entities, eg, sceptor_easy, sceptor_hard, sceptor_expert
  • Add the properties and values, eg, for the one to be used on Easy you would exclude Hard(1) and Expert(2)...
    • diff_1_nospawn 1
    • diff_2_nospawn 1
  • Move the entities to the locations you want.

Objectives:

If the entity is an objective then you will need three objectives each having their own difficulty setting (see Objectives)

Inventory Name Clash

If testing with no difficulty settings set then all three copies of the entity will appear the in the mission. In that case if the entity can go in the player inventory, each must have an exclusive inventory name or only the first one can be frobbed (if already in inventory at sure not sure - maybe error or only one show.) You can get round that by varying the inv_name property on each, eg, 'A sceptor', 'The sceptor', 'Sceptor', 'Lord's sceptor' but you might want to change those back to one name after testing.


Changing the Difficulty Level Names

Mappers can change the default names of the difficulty levels, eg, for style, story, or type. For example, suppose in your mission you want one level to include no kills or KOs and add other obstacles so the player has a richer experience playing more stealthily you might want to call it say "Stealthy". Then another difficulty level in your same mission where you put extra enemies in brightly lit areas that the player can only get past by fighting them then you might want to call it say, "Warrior". Another idea you might have would be "Extra Clues". To do this...

  • Select any worldspawn brush or patch
  • Add the following properties and values:
    • diff0default Extra Clues
    • diff1default Warrior
    • diff2default Stealth

Other suggested styles :"Assassin", "Ninja", "Key Hunt" and so on.

Testing on Different Difficulty Settings

To test an uninstalled map on different difficulty levels

  • Select any worldspawn brush or patch
  • Add the following property and value:
  • difficulty N ... replace N with...
    • 0 = 'Easy'
    • 1 = 'Hard'
    • 2 = 'Expert'