Resource:Stealth: Difference between revisions

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Stealth is an elimination based gamemode that contains elements from counterstrike, splinter-cell, urban terror, and many original items thrown in. Players are encouraged to be stealthy in order to not reveal their location, and work with teammates using strategy to win.
Stealth is an elimination based gamemode that contains elements from counterstrike, splinter-cell, urban terror, and many original items thrown in. Players are encouraged to be stealthy in order to not reveal their location, and work with teammates using strategy to win.


GAMEPLAY
=GAMEPLAY=
When a map starts, players are prompted to select a team.
When a map starts, players are prompted to select a team.
When the round begins, players are given a menu to select their weapons and gear.
When the round begins, players are given a menu to select their weapons and gear.
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GADGETS
=GADGETS=
Players are given several options to choose as their gadget. the default button to activate it is "R". Most gadgets have limited uses.
Players are given several options to choose as their gadget. the default button to activate it is "R". Most gadgets have limited uses.


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CAMERA Pressing the gadget button while facing a wall places a camera. Pressing it again while standing away from it will activate the camera view. Use the arrow keys to moves the cameras angle around. Press fire while in Camera view to drop a Smoke grenade from the camera. You can also pick up your own camera by approaching it and pressing the gadget button again so you can place the camera elsewhere.
CAMERA Pressing the gadget button while facing a wall places a camera. Pressing it again while standing away from it will activate the camera view. Use the arrow keys to moves the cameras angle around. Press fire while in Camera view to drop a Smoke grenade from the camera. You can also pick up your own camera by approaching it and pressing the gadget button again so you can place the camera elsewhere.


SOUND
=SOUND=
A sound indication bar appears above the radar in the lower left corner of a players screen. Whenever a player does a task that creates noise, it pushes the sound level up. The sound level gradually fades back to zero. While there is sound indicated on the soundbar, a players nametag is shown, possibly revealing his/her location, as well as a blip shows on radar indicating the noisy players location. In order to move about undetected players should operate as stealthily and slowly as possible.
A sound indication bar appears above the radar in the lower left corner of a players screen. Whenever a player does a task that creates noise, it pushes the sound level up. The sound level gradually fades back to zero. While there is sound indicated on the soundbar, a players nametag is shown, possibly revealing his/her location, as well as a blip shows on radar indicating the noisy players location. In order to move about undetected players should operate as stealthily and slowly as possible.


HEADSHOTS AND LIMPING
=HEADSHOTS AND LIMPING=
If a player is shot in the head, it results in an instant kill. A shot in either leg will result in that player limping the rest of the round, resricting mobility.
If a player is shot in the head, it results in an instant kill. A shot in either leg will result in that player limping the rest of the round, resricting mobility.




MAKING A STEALTH MAP
=MAKING A STEALTH MAP=
Stealth is compatible with mapmanager, making it easy to design your own maps. There are a few things that you need to add in order to make your map compatible with stealth.
Stealth is compatible with mapmanager, making it easy to design your own maps. There are a few things that you need to add in order to make your map compatible with stealth.


TEAM SPAWNS
TEAM SPAWNS
The spawns themselves use the default syntax, but they must be placed within a team option, with ids the specify their team. Heres and example:
The spawns themselves use the default syntax, but they must be placed within a team option, with ids the specify their team. Heres and example:
 
<syntaxhighlight lang="xml">
<team1 id="mercspawns">
<team1 id="mercspawns">
<spawnpoint id="team1" posX="2514.339844" posY="2766.402832" posZ="11.480690" rot="90" skin="285"/>
    <spawnpoint id="team1" posX="2514.339844" posY="2766.402832" posZ="11.480690" rot="90" skin="285"/>
    <spawnpoint id="team1" posX="2514.339844" posY="2763.402832" posZ="11.480690" rot="90" skin="285"/>
    <spawnpoint id="team1" posX="2514.339844" posY="2769.402832" posZ="11.480690" rot="90" skin="285"/>
</team1>
</team1>


<team2 id="spyspawns">
<team2 id="spyspawns">
<spawnpoint id="team2" posX="2740.757813" posY="2783.512939" posZ="11.480690" rot="90" skin="163"/>
    <spawnpoint id="team2" posX="2740.757813" posY="2786.512939" posZ="11.480690" rot="90" skin="163"/>
    <spawnpoint id="team2" posX="2740.757813" posY="2783.512939" posZ="11.480690" rot="90" skin="163"/>
    <spawnpoint id="team2" posX="2740.757813" posY="2789.512939" posZ="11.480690" rot="90" skin="163"/>
</team1>
</team1>
</syntaxhighlight>


CAMERA
CAMERA
A camera angle that the player will view between rounds and during menu selection. This must be placed in or near the actual gameplay area.
A camera angle that the player will view between rounds and during menu selection. This must be placed in or near the actual gameplay area.
<syntaxhighlight lang="xml">
<spawncamera id="spectator camera" posX="#" posY="#" posZ="#" posX2="#" posY2="#" posZ2="#"/>
<spawncamera id="spectator camera" posX="#" posY="#" posZ="#" posX2="#" posY2="#" posZ2="#"/>
posX, posY, posZ = the coords of the camera itself.
posX, posY, posZ = the coords of the camera itself.
posX2, posY2, posZ2 = the coords of what the camera will be aimed at.
posX2, posY2, posZ2 = the coords of what the camera will be aimed at.</syntaxhighlight>
 


MAP SETTINGS
MAP SETTINGS
The time and other opstions are always reset at the beginning of a round.
The time and other opstions are always reset at the beginning of a round.
<settings weather="#" hour="##" minute="##"  waves="#"/>
<syntaxhighlight lang="xml"><settings weather="#" hour="##" minute="##"  waves="#"/></syntaxhighlight>
weather = the weather id number
weather = the weather id number
hour = the hour that each round beins in (00-24)
hour = the hour that each round beins in (00-24)
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for example:  
for example:  
<object name="ladder" posX="2590.711914" posY="2802.854492" posZ="11.288170" rotX="-1.575000" rotY="0.000000" rotZ="-0.135000" model="1428" renew="1" />
<syntaxhighlight lang="xml"><object name="ladder" posX="2590.7119" posY="2802.854" posZ="11.288" rotX="-1.575000" rotY="0.000000" rotZ="-0.135000" model="1428" renew="1" /></syntaxhighlight>


A stealth map should have many routes to get to different areas and should challenge the player to stay quiet A good balance that allows people to be sneaky but challenges them to do so is perfect.
A stealth map should have many routes to get to different areas and should challenge the player to stay quiet A good balance that allows people to be sneaky but challenges them to do so is perfect.

Revision as of 22:37, 6 September 2007

Stealth is an elimination based gamemode that contains elements from counterstrike, splinter-cell, urban terror, and many original items thrown in. Players are encouraged to be stealthy in order to not reveal their location, and work with teammates using strategy to win.

GAMEPLAY

When a map starts, players are prompted to select a team. When the round begins, players are given a menu to select their weapons and gear. If a player takes too long to select their team or their gear, they will sit out the round. Once the player hits okay on the menu, they spawn as either a spy or a merc along with their teammates. The round is over when a team is eliminated or the timer runs out. The team with the most living players at the end of the round wins.


GADGETS

Players are given several options to choose as their gadget. the default button to activate it is "R". Most gadgets have limited uses.

CLOAK Makes the player 90% invisible for a short period of time. RADAR BURST Reveals all the living players locations on the radar for a short period of time. PROX MINE A player crouches to place a mine that explodes when a member of the opposite team gets too close. GOGGLES A player can use the gadget button to toggle between infrared and night vision. The goggles counteract any cloaking from other players and reveal locations of Prox mines and Cameras. CAMERA Pressing the gadget button while facing a wall places a camera. Pressing it again while standing away from it will activate the camera view. Use the arrow keys to moves the cameras angle around. Press fire while in Camera view to drop a Smoke grenade from the camera. You can also pick up your own camera by approaching it and pressing the gadget button again so you can place the camera elsewhere.

SOUND

A sound indication bar appears above the radar in the lower left corner of a players screen. Whenever a player does a task that creates noise, it pushes the sound level up. The sound level gradually fades back to zero. While there is sound indicated on the soundbar, a players nametag is shown, possibly revealing his/her location, as well as a blip shows on radar indicating the noisy players location. In order to move about undetected players should operate as stealthily and slowly as possible.

HEADSHOTS AND LIMPING

If a player is shot in the head, it results in an instant kill. A shot in either leg will result in that player limping the rest of the round, resricting mobility.


MAKING A STEALTH MAP

Stealth is compatible with mapmanager, making it easy to design your own maps. There are a few things that you need to add in order to make your map compatible with stealth.

TEAM SPAWNS The spawns themselves use the default syntax, but they must be placed within a team option, with ids the specify their team. Heres and example:

<team1 id="mercspawns">
    <spawnpoint id="team1" posX="2514.339844" posY="2766.402832" posZ="11.480690" rot="90" skin="285"/>
    <spawnpoint id="team1" posX="2514.339844" posY="2763.402832" posZ="11.480690" rot="90" skin="285"/>
    <spawnpoint id="team1" posX="2514.339844" posY="2769.402832" posZ="11.480690" rot="90" skin="285"/>
</team1>

<team2 id="spyspawns">
    <spawnpoint id="team2" posX="2740.757813" posY="2786.512939" posZ="11.480690" rot="90" skin="163"/>
    <spawnpoint id="team2" posX="2740.757813" posY="2783.512939" posZ="11.480690" rot="90" skin="163"/>
    <spawnpoint id="team2" posX="2740.757813" posY="2789.512939" posZ="11.480690" rot="90" skin="163"/>
</team1>

CAMERA A camera angle that the player will view between rounds and during menu selection. This must be placed in or near the actual gameplay area.

<spawncamera id="spectator camera" posX="#" posY="#" posZ="#" posX2="#" posY2="#" posZ2="#"/>
posX, posY, posZ = the coords of the camera itself.
posX2, posY2, posZ2 = the coords of what the camera will be aimed at.

MAP SETTINGS The time and other opstions are always reset at the beginning of a round.

<settings weather="#" hour="##" minute="##"  waves="#"/>

weather = the weather id number hour = the hour that each round beins in (00-24) minute = the minute the round begins in (00-59) Waves = the height of the waves in the ocean.

RENEW If you have destructible object that you want to respawn at the beginning of every round, include this in your object code: renew="1"

for example:

<object name="ladder" posX="2590.7119" posY="2802.854" posZ="11.288" rotX="-1.575000" rotY="0.000000" rotZ="-0.135000" model="1428" renew="1" />

A stealth map should have many routes to get to different areas and should challenge the player to stay quiet A good balance that allows people to be sneaky but challenges them to do so is perfect.