Post feature Report RSS How we are going to do Perks

Hey guys a technical specification on how we might decide to implement perks. Short concise - Link 3 enums to network vars and process on player spawn - This is for Intermediate to Expert C+ Programmers.' Stay tuned for more implementation algorithoms!

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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!

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Wh1tebird
Wh1tebird - - 58 comments

Good thinking!

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Awesome_ninja
Awesome_ninja - - 809 comments

"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 =)

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Holymac Author
Holymac - - 255 comments

No for MP. Like Online DM and ViP thanks for the idea, any problems also I will make it open on JMOD tutorials etc.

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Dredile
Dredile - - 698 comments

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

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