Kismet Question

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Dziga Vertov

FNG / Fresh Meat
Mar 22, 2013
165
1
0
If for some reason you wanted to have some side objectives be timed explosives like a search and destroy map but in a territory match, is there a way to do this solely in kismet, or would it require modding over some code from the search and destroy gametype?

What I'd like to possibly do is make a map where for the first five or so minutes the germans have normal reinforcements and the russians next to none, so that the germans starting from just one point can push forward and take several. Then after five minutes if the germans haven't taken all russian objectives from the scarce defenders the russian reinforcements are activated and they have to take back everything, but now with far greater numbers than the germans.

The point would be however, that if the germans push up past a bridge for instance, then they could quickly plant explosives at several places and then blow it up to cutoff an easier attack route. If I just made the map without the german initial assault then the germans could obviously just destroy everything behind their lines, and there would be no tension or struggle. But is this possible beyond simply having satchel objectives. Those don't really have as much excitement and are far too quick for what I'm envisioning.
 

Twrecks

Active member
Dec 28, 2011
1,241
10
38
Ventura, California
Look at Winterwald, the AA emplacements are destructable, which also counts as a cap.

The only thing you can do at this time regarding reinforcements is alter the spawn to cap distances, making it longer (distance=time) for one side or the other to get there.

You may be able to adjust the spawn timer interval via Kismet, don't know how or if it would work. Most ppl would rage quit if they saw a 20+ second respawn timer. Minor changes in spawn timer per side can have a huge impact on balance.

Playercount is playercount, this is not a negotiable value AFAIK.