Well we plan to have a cpp file named CBasePerk. In CBasePerk there will be the implementation of the CBasePerk class which contains three enumerations, cooresponding to the three perk categories in the mod. They will contain names which later are linked to new classes inheriting from CBasePerk. jm_Player.cpp will have 3 network vars, which are linked to the perks that the player has picked or has had them assigned to them. Then in the player spawn function, it will call CBasePerk::ProcessPerks() which will update the players damage, speed health etc. Tha is a concise algorithom for perks. For the VGUI we plan to have a panel pop up, which will be like CSS buy menus, 3 seperate buttons to pick which category you wish to modify. From there seperate sub menus are opened and whatever perks are decided are assigned to the NetworkVar's. If this ends up working we will have a tutorial available on the VDC and on our mod page.
Stay tuned for more implementation alogorithoms!
Good thinking!
"Game will be released in 2 onths as a basic alpha." typo @ moths xD
Anyways, nice progress there! But there is one thing that bug me: in NZ you earn points and THEN you can buy perks / guns from the map. But for the early stages of the mod it's fine =)
No for MP. Like Online DM and ViP thanks for the idea, any problems also I will make it open on JMOD tutorials etc.
Hey man lol this isn't a place for actual FEATURES this is a place where interviews for jmod go, podcasts, PR all that stuff lol