
This pits each team against eachother, with the objective being to destroy each other's bases. The beuty is that the team's respective bases are bound by typical C&C rules: blow up the mining facility, and it won't be able to make money. Destroy its vehicle factory, and it won't be able to produce vehicles. Do the same with base's power.
I think you get the idea.
Key Features:
You can easily create as many different character classes as you want, including the health, armor, weapons and ammo lists, Stamina chart, Movement table, and player model.
You can easily create as many vehicles you want.
You can specify which character class a player inherits when they spawn at any individual spawn point.
You can construct the PT menu for characters and vehicles from the SoldierFactory and VehicleFactory buildings.
You can place as many PT zones as you want anywhere. These act as encapsulated areas of space whose shape can be altered per PT zone. This means you can easily fit a PT zone anywhere you want on a map and make it look and feel appealing to that map.
You can place as many Gun Emplacements anywhere you want on the map that will obey building rules including powering down on base power loss and becoming inactive when the team's BaseDefense is destroyed. Freedom to enable/disable most of this logic is available per gun emplacement.
You can enable/disable anything including PT zones, spawners, and dynamic lights when a building is powered up, powered down, and/or destroyed.
You can place no or any amount of "MCT"s, called CriticalPoints, to any building. This means a building can have more than one MCT, no MCT, or more than one building can share the same MCT.
You can specify the Resource timer on the MineFacility per map.
UPDATE
After much work from the team, we have come to the conclusion that the best way to get more artists on board is to get out there with what we are doing a bit more.
Today, I am here to announce an “open beta / technology preview” that will be focused for level designers to come in and start making maps for C&C FarCry.
What is supported in the mod?
Currently we have almost all of our coding completed in 1.4 and are tracking down bugs as well as gearing up to start a huge push on getting our maps and buildings developed.
In our initial release we are providing you with all of the scripting, as well as a tutorial to start building your own C&C style maps for FarCry. At the current time we are not yet ready to release our own maps, but as community maps are created, we will be creating official community map packs.
The current mod has the following features:
Please use our forums to report any bugs, issues, and questions that you have. Below is a link to the tutorial content, as well as the tutorial in PDF format.
Many thanks go to all of the team members who have came and passed, and especially to our current team roster. A huge thanks goes out to vloktboky for breaking his neck getting the code going, most of this work is his, and I must say, it turned out exactly as we expected it to, showing his skill.
Downloads
C&C FarCry Beta 21807
C&C FarCry Beta 21807 Tutorial
C&C FarCry Beta 21807 Tutorial Files
Links
0 comments by Dante on Jul 6th, 2007 digg this super bookmark
Just a real quick update, we will be releasing in about 2-3 weeks :D
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a simple question: Can we base our mods on this?
in your screenshots i notice everything is a an entity. I recommend to make some entities that are not meant to be moved to be changed into brushes so that it wont cause any lag. :)
Thanks :)
Web Site
Yeah, i just used the same css for the main site, but both are gonna get an overhaul anyway.
Posted up about 20 some screenies of our Play Test from sunday (You can find them here)
Should get more information up on the site, its late, and im tired.
Have a good one, and enjoy the imagery.
sounds interesting. I'll look forward to it. :)
Added some map screenies (WIP)