A friend of mine and I played your game mode! Was so much fun! We even got a full squad (two more players joined) just after one map! We left after several rounds because we wanted to play normal conquest. Before turning off the game for the evening i wanted to check if people were still playing on the server i made for it. And there were still people playing! U made something pretty cool man! Keep it up!
Cheers. Appreciate that and really glad you enjoyed it. I made it for my squad mates to play too so its good to know we arent the only ones enjoying it.
Hi dad! Welcome back and Hope your family is well!!! Another great video! I agree that when the blocks get high a tutorial from scratch becomes very hard to do and is not worth it lol . My Gunfight mode is finished but is over 2400 blocks so ive knocked the tutorial in the head lol. A guy I met in the discord is making a similar mode that i helped some things with him on, with a menu to buy weapons and team ai players in-between waces using the cash you get from different kills. Will deffo have a go with this mode thanks man!
Cheers. Thanks for that, really appreciate it. I've been working on menu systems - seems like a good way forward for some things. Code starts to get a bit daft in length though and not really 'TH-cam guide' friendly :) I did think about putting a buy weapon thing in the middle of the waves here - wouldn't be too hard to add, but then felt it might have taken away from the immediacy of what I was going for. That and I really need to move onto something else...feedback always welcome - as are codes for modes I can try out when I've got time!
Dude! This gamemode is so clean! It works great :D. I copied everything you have here, except I increased the wave count for hard and impossible. The only issue I have is it keeps randomly failing between waves after a handful of waves even though all 4 players are alive and all the code exact. I'm going to do some more testing and try figure out what is going on. If anyone knows what the issue is, please hit me up.
I will maybe have a look in a week or so when I have a moment. It's quite a while since I did this and I was still learning and testing stuff out so it's possible there is a bug or error I didnt catch at the time that I would now (or something has been updated with Portal that has changed something - also possible). Glad you liked it - I was pretty happy with it and played it loads with friends for a while. It was never going to get featured in game but its great to know someone enjoyed it.
@@BattlefieldDad Thanks mate, no stress if its too much hastle, it could also just be bf problems. Me and my mate have so many issues with bf in general, crashes, not being able to select loadouts in game, all sorts.
Hi, yes, I need to make an edit to the video. Didn’t realise I can’t add links yet - turns out you need to be a TH-cam partner to do that 😏. I’m a bit of a way away from that so I have stuck the link in the description instead. Hope that helps! I’ll make an edit to the video at some point when I’ve got a minute.
No idea if you’ll see this, but just tonight I was playing hazard zone with some friends and there was a moment when we were at the bottom of the mountain fending off attackers waiting for extraction and it reminded me of the movie Lone Survivor. Saw this and thought I’d give it a go but was wondering if you have any tips like maybe making it rush to defend objectives🤷♂️ thanks though and I’m planning on trying out the game mode directly then hopefully with my buddies. Edit: can you change the spawn location of enemies somehow? I’m new to the whole rule editing part
Hi, I do see and try to reply to comments - it does get harder to keep up though so I will probably need to stop at some point! You can change the spawn location of the enemies in this mode (survival) but its a bit too much to go through in the comments. You cant edit hazard zone (if thats what you were asking as well). If you are new to the rules editing the best advice I can give you is start of simple. I have a video on one in the chamber which is a good place to start. Don't try to do too much in one go - build up slowly and add new bits as you get more confident. Some of the more complicated modes are being written by people with some programming experience. If you have some its a bit easier - if not - keep it simple. Good luck
Hmm, not actually sure. My first thought is have you used up all of your available experiences. There is a limit (frustratingly!) of 20. If you have 20 already you wont be able to make a copy. That is the first thing I would check.
Yes you can. I nearly included that in the video but was trying to keep in around 20 minutes :) Find the rule called 'deployAI', and the first command says 'spotTarget eventPlayer 5000' Just remove that line.
@@BattlefieldDad Legend. I tried to skim through it looking for the code similar to the one you posted about previously but couldn't see it for looking. Thanks!
Love this game mode! I checked out the provided link and naturally it won't let me edit it, which I would have expected. However, it does say "You are currently viewing another user's Experience. Duplicate it to make edits." But, the option doesn't show up to duplicate experience like it does in my own created experiences. In the process of looking at your code and creating it in my own experience. Just wondering if there is a faster way to "copy" your code so I change map rotation etc?
Thanks for your comment on the mode. Its really good to know people enjoy it! The option to duplicate doesn't show on others experiences (even though it says 'duplicate it'). You need to click the 'Save Copy' option which will then place a copy in your collection. Once done you should be good to go (hopefully!). If you dont see any of those options at all then check that you havent used more than 25 experiences (there is a limit of 25 at the moment so you cannot save more than that)
@@BattlefieldDad You are very kind to reply to my questions. As one old gamer to another, I know you have a life outside of this stuff, so you are very kind to reply to my questions. Unfortunately the option to 'Save Copy' doesn't exist when looking at other's experiences. However, I decided to recreate your experience by copying everything you did. It was a learning experience for sure. Thanks!
Did it all work? Have to say that is awesome. Best way to learn is doing it yourself, even if its a massive pain. You will properly pick up how to do stuff that way. Keep going :)
I made a trouble in t town mode (can’t say the word in the middle), and was thinking you would be interested. Aapwue is the code and I’ll try posting the link as a reply. I’m having a lot of trouble commenting with it in the original comment.
Btw feel free to share this in a video, and I’d love to see if you can make any improvements. The mode currently is buggy if new people join right after the mode starts
Cool, just had a quick look at your code. Interesting. Think I can see what you are going for there. I definitely think there are some places you can reduce your code a bit (do you know any programming? If not might be a bit tricky). Some really good bits you have going on there though - good thought process! I will test it out later when I'm able to get on 2042. The player joining thing is a bit of a pain - once I have had a go at your mode I will have a bit of a better idea about what you are trying to do. Not sure if I will have chance to reply but I will see if I can get time. Often experimenting works best to be honest. Without using the words let me just check - there are three player types the T's and the D's and I's. T's and D's are armed and I's are not (I guess protected by D's) The goal is to eliminate all D's or T's depending on your side? If thats the case (and I have just briefly looked at the code so maybe I am wrong) but I think you might be better using TDM as your base rather than free for all as a starting point....
Thanks for responding! The idea of the mode was to replicate the game from Gary’s mod called trouble in t town (ttt). I have quite a bit of programming knowledge especially in C++, but that knowledge doesn’t seem to translate well to the drag and drop code the editor uses. I did try changing the part assigning roles to everyone but it ended up taking up as much space. If the mode had many more people then I would definitely use loops instead. Everyone in the mode should be unarmed until I think 10 seconds into the game, than they are given whatever gun they had in there loadout (plus some stuff for certain roles) before being forced to spawn. Also I tried starting with TDM but the problem with that ended up being that the Innocents (Is) and Detective (D) could see who the (Ts) who are supposed to appear the same as everyone else. The way I worked around identifying fellow Ts and whoever the detective is was by just saying it in the top right text box. This limits the number of Ts in the mode to 4 unless I were to add something that would work as something like scrolling down the player IDs, but I never intended for this mode to need more than 4 Ts anyways. There’s definitely a lot more work I could do on the mode but I don’t have enough friends on 2042 to play the mode with due to the state of the game. I’m hoping it goes free to play or at least portal goes free to play, so I can get some more people to play and test the mode.
I'm really hoping for good news on Portal. Given its what everyone wants I think, although we will need to wait a bit, it will definitely start to be pushed to the front. I know what you mean about some programming not translating over well!
Hi, there are ways around it, to a point. It has been a little while since I messed with AI because of the lack of some fine control over them. What weapons are they using that they shouldn't? If you disable all of the weapons in the editor they shouldn't have weapons - but then they do some weird things sometimes and don't always follow the rules! The way I normally work if I want the AI to be disabled (so it doesn't matter if they get a gun somehow or not) is to stick them in an endless loop using the logic editor and every second force them to use their equipment (use forceswitchinventory). That way it doesnt really matter if they have a gun because the logic editor will force them not to use it. I use a similar technique in my gun tester mode (only with one AI but it doesnt matter, the principles the same). You can get a look at the code by looking in the description of the video if you need - th-cam.com/video/p3XPikticVE/w-d-xo.html Short answer is, AI is a pain and if you want them to be dumber and not shoot you need to use a little code in the logic editor to do that.
Hi, no problem. Hope you like it! Yes it is possible to move the AI spawn further away. The only issue you might encounter if you do is that they are currently designed to spawn close to a random human player. This is because the spawn point chosen will almost certainly be in bounds. If you push the spawn point further away, you increase the chance of the spawn point chosen for the AI being out of bounds. If that is the case the AI will spawn in randomly across the map (rather than parachuting in) because the game logic will see an out of bounds spawn point and then just randomly select another. There is no way to stop that. As I tried to make this work on any map, spawning close to a human player makes the chance of an invalid spawn being chosen less likely. As for changing it: Find the subroutine called: enableAIDeploy Find the setVariable player SpawnVector command (it is that variable that sets the position for the AI to deploy on) You will see a create vector command which is made up of an X, Y and Z component. In the X and the Z part you will see the command RandomReal -5....5 It is those values in the RandomReal you need to change. If you change it to, lets say -20....20 The AI will randomly spawn up to 20 points away (although they may still spawn on top of the player as well) Making the gap between those numbers will increase the range they can spawn away from the player. If you want to make sure they spawn further away then remove the RandomReal command altogether and just put a number in there. So if you replace each with just the value 50, the AI will spawn 50 points away on the X and Z coordinates. As I say though - be careful - there is a good chance they will at some point spawn out of bounds.
Thank you very much i will toy with it. You do great work and i hope you continue to make interesting modes for portal. Without contributions of community members like you i would have traded this game in right when i got it. Thanks again!
@@BattlefieldDad I've noticed some weird things when AI go out of bounds. They are no longer marked and I can't find them. Not a big deal though. The game is still one of my favorites of all Portal.
Sorry I didnt reply, clicked like, went to reply, then family took over... Yes thats easily done if you havent found out already. No need to touch the logic. I'll assume you have duplicated it using the link in the description. If you have then you need to: Select Modifiers Select AI under modifiers Scroll down to just under AI synced modifiers and you will see AI man down type. Change Team 2 to be 'downed' rather than instant death. Job done!
hope you and your family are well... great video as always, could you do video on how to teleport Ai players to different locations and disable there movement? I'm trying to create an aim trainer but when I teleport the Ai they all teleport to the same location any help would be greatly appreciated :)
Thanks for your comment. Much appreciated. As for the AI, I have been thinking about an aim trainer type thing for a while so hopefully I will be able to get round to it. The AI are a real pain to work with though! To create a decent aim trainer you would need to focus on just one map (so you could set all of the spawn points specifically). I would create an array of vectors with all the positions you want to spawn the AI onto (so if you have 32 AI you would have 32 vectors in the array). Then each AI player would be able to be assigned their own spawn point. In the meantime a very good portal designer (NoNam3 - who unfortunately has stopped developing modes for now) created some good aim trainers. Here is a link to a basic one that he did. This has a good, basic example of how to set an array of spawn points then spawn in all AI and disable them. There are more efficient ways of doing what NoNam3 did here (his later AIM trainer that he developed is very cool) but depending on your skill level this may get you started. portal.battlefield.com/experience/rules?playgroundId=103d14c0-4735-11ec-b3b3-e93f8df868be Anyway - I will see what I can do. Good luck with your aim trainer.
It should..I haven't tested it in a while but there is no reason why it shouldn't. I do need to resave it though since the last update (you have to resave after each update or they break). I'll pop back in and save it shortly.
@@BattlefieldDad try playing it again seem like your code isn’t there anymore unless I have to add difficulty codes cause sadly it not playable but game mode seem really cool to try out!
@@xXxGalaxioxXx I've just resaved it so I will check again later everything is working as it should. It has been a while since I looked. Experience code is AARY37. There is another update coming soon which will break it again but I will try to remember to pop back in and sort it. Me and my mates enjoyed playing it!
Not sure why it would end so quickly. It has been pretty rigorously tested. The game does do some weird stuff though. When you get defeated (as in all players in your squad die) the game does redeploy everyone before assigning the defeat. So if all players die and the game is over, all players will be redeployed back into the game and that is so that a message can be displayed showing the final game time, it will display that for about 6 seconds before showing the defeat screen. If you die right at the start (and on impossible if you dont fight back that will happen pretty quickly) and you are on your own, the game could end very quickly, you die, then are force redeployed, then the game ends. Let me know how you get on if you try again.
Sorry to hear about your covid and really no need to apologise. The content is always worth the wait.
Thanks, really appreciate that. It has been a frustrating few weeks but in the grand scheme of things and compared to others everything is fine now.
A friend of mine and I played your game mode! Was so much fun! We even got a full squad (two more players joined) just after one map! We left after several rounds because we wanted to play normal conquest. Before turning off the game for the evening i wanted to check if people were still playing on the server i made for it. And there were still people playing! U made something pretty cool man! Keep it up!
Cheers. Appreciate that and really glad you enjoyed it. I made it for my squad mates to play too so its good to know we arent the only ones enjoying it.
Hi dad! Welcome back and Hope your family is well!!!
Another great video! I agree that when the blocks get high a tutorial from scratch becomes very hard to do and is not worth it lol .
My Gunfight mode is finished but is over 2400 blocks so ive knocked the tutorial in the head lol.
A guy I met in the discord is making a similar mode that i helped some things with him on, with a menu to buy weapons and team ai players in-between waces using the cash you get from different kills.
Will deffo have a go with this mode thanks man!
Cheers. Thanks for that, really appreciate it.
I've been working on menu systems - seems like a good way forward for some things. Code starts to get a bit daft in length though and not really 'TH-cam guide' friendly :)
I did think about putting a buy weapon thing in the middle of the waves here - wouldn't be too hard to add, but then felt it might have taken away from the immediacy of what I was going for. That and I really need to move onto something else...feedback always welcome - as are codes for modes I can try out when I've got time!
Thanks for the knowledge sharing Sir
Always welcome!
nice work man!
Thank you! Cheers!
Dude! This gamemode is so clean! It works great :D. I copied everything you have here, except I increased the wave count for hard and impossible. The only issue I have is it keeps randomly failing between waves after a handful of waves even though all 4 players are alive and all the code exact. I'm going to do some more testing and try figure out what is going on. If anyone knows what the issue is, please hit me up.
I will maybe have a look in a week or so when I have a moment. It's quite a while since I did this and I was still learning and testing stuff out so it's possible there is a bug or error I didnt catch at the time that I would now (or something has been updated with Portal that has changed something - also possible). Glad you liked it - I was pretty happy with it and played it loads with friends for a while. It was never going to get featured in game but its great to know someone enjoyed it.
@@BattlefieldDad Thanks mate, no stress if its too much hastle, it could also just be bf problems. Me and my mate have so many issues with bf in general, crashes, not being able to select loadouts in game, all sorts.
Nice game mode!
I don't know if the problem is on my end but the link you refered to at 18:40 did not show up for me.
Hi, yes, I need to make an edit to the video. Didn’t realise I can’t add links yet - turns out you need to be a TH-cam partner to do that 😏.
I’m a bit of a way away from that so I have stuck the link in the description instead. Hope that helps!
I’ll make an edit to the video at some point when I’ve got a minute.
No idea if you’ll see this, but just tonight I was playing hazard zone with some friends and there was a moment when we were at the bottom of the mountain fending off attackers waiting for extraction and it reminded me of the movie Lone Survivor. Saw this and thought I’d give it a go but was wondering if you have any tips like maybe making it rush to defend objectives🤷♂️ thanks though and I’m planning on trying out the game mode directly then hopefully with my buddies. Edit: can you change the spawn location of enemies somehow? I’m new to the whole rule editing part
Hi, I do see and try to reply to comments - it does get harder to keep up though so I will probably need to stop at some point! You can change the spawn location of the enemies in this mode (survival) but its a bit too much to go through in the comments. You cant edit hazard zone (if thats what you were asking as well). If you are new to the rules editing the best advice I can give you is start of simple. I have a video on one in the chamber which is a good place to start. Don't try to do too much in one go - build up slowly and add new bits as you get more confident. Some of the more complicated modes are being written by people with some programming experience. If you have some its a bit easier - if not - keep it simple. Good luck
Thanks for the share! I can look at the rules code, but do you have any idea why the Save Copy button is not available for me?
Hmm, not actually sure. My first thought is have you used up all of your available experiences. There is a limit (frustratingly!) of 20. If you have 20 already you wont be able to make a copy.
That is the first thing I would check.
@@BattlefieldDad Good to know about the 20 limit (I'm still on 9). Guess it's a bug... Still a huge boon to be able to see the code. Thx for the help.
Wow, this is exactly what i was after! Thanks! Is there any way to disable the Xray vision?
Yes you can. I nearly included that in the video but was trying to keep in around 20 minutes :) Find the rule called 'deployAI', and the first command says 'spotTarget eventPlayer 5000'
Just remove that line.
@@BattlefieldDad Legend. I tried to skim through it looking for the code similar to the one you posted about previously but couldn't see it for looking. Thanks!
Love this game mode! I checked out the provided link and naturally it won't let me edit it, which I would have expected. However, it does say "You are currently viewing another user's Experience. Duplicate it to make edits." But, the option doesn't show up to duplicate experience like it does in my own created experiences. In the process of looking at your code and creating it in my own experience. Just wondering if there is a faster way to "copy" your code so I change map rotation etc?
Thanks for your comment on the mode. Its really good to know people enjoy it! The option to duplicate doesn't show on others experiences (even though it says 'duplicate it'). You need to click the 'Save Copy' option which will then place a copy in your collection. Once done you should be good to go (hopefully!). If you dont see any of those options at all then check that you havent used more than 25 experiences (there is a limit of 25 at the moment so you cannot save more than that)
@@BattlefieldDad
You are very kind to reply to my questions. As one old gamer to another, I know you have a life outside of this stuff, so you are very kind to reply to my questions.
Unfortunately the option to 'Save Copy' doesn't exist when looking at other's experiences. However, I decided to recreate your experience by copying everything you did. It was a learning experience for sure. Thanks!
Did it all work? Have to say that is awesome. Best way to learn is doing it yourself, even if its a massive pain. You will properly pick up how to do stuff that way. Keep going :)
I made a trouble in t town mode (can’t say the word in the middle), and was thinking you would be interested. Aapwue is the code and I’ll try posting the link as a reply. I’m having a lot of trouble commenting with it in the original comment.
Use the playground id c2ae3d50-5b21-11ec-973d-89411415a34a to find the setup for the mode
Btw feel free to share this in a video, and I’d love to see if you can make any improvements. The mode currently is buggy if new people join right after the mode starts
Cool, just had a quick look at your code. Interesting. Think I can see what you are going for there. I definitely think there are some places you can reduce your code a bit (do you know any programming? If not might be a bit tricky). Some really good bits you have going on there though - good thought process! I will test it out later when I'm able to get on 2042.
The player joining thing is a bit of a pain - once I have had a go at your mode I will have a bit of a better idea about what you are trying to do. Not sure if I will have chance to reply but I will see if I can get time. Often experimenting works best to be honest.
Without using the words let me just check - there are three player types the T's and the D's and I's.
T's and D's are armed and I's are not (I guess protected by D's)
The goal is to eliminate all D's or T's depending on your side?
If thats the case (and I have just briefly looked at the code so maybe I am wrong) but I think you might be better using TDM as your base rather than free for all as a starting point....
Thanks for responding!
The idea of the mode was to replicate the game from Gary’s mod called trouble in t town (ttt). I have quite a bit of programming knowledge especially in C++, but that knowledge doesn’t seem to translate well to the drag and drop code the editor uses. I did try changing the part assigning roles to everyone but it ended up taking up as much space. If the mode had many more people then I would definitely use loops instead.
Everyone in the mode should be unarmed until I think 10 seconds into the game, than they are given whatever gun they had in there loadout (plus some stuff for certain roles) before being forced to spawn. Also I tried starting with TDM but the problem with that ended up being that the Innocents (Is) and Detective (D) could see who the (Ts) who are supposed to appear the same as everyone else. The way I worked around identifying fellow Ts and whoever the detective is was by just saying it in the top right text box. This limits the number of Ts in the mode to 4 unless I were to add something that would work as something like scrolling down the player IDs, but I never intended for this mode to need more than 4 Ts anyways.
There’s definitely a lot more work I could do on the mode but I don’t have enough friends on 2042 to play the mode with due to the state of the game. I’m hoping it goes free to play or at least portal goes free to play, so I can get some more people to play and test the mode.
I'm really hoping for good news on Portal. Given its what everyone wants I think, although we will need to wait a bit, it will definitely start to be pushed to the front. I know what you mean about some programming not translating over well!
Hi there. Is there any way for the Ai not to have guns? I already deselect weapons selection for Team 2 but still they have guns in game.
Hi, there are ways around it, to a point. It has been a little while since I messed with AI because of the lack of some fine control over them. What weapons are they using that they shouldn't? If you disable all of the weapons in the editor they shouldn't have weapons - but then they do some weird things sometimes and don't always follow the rules! The way I normally work if I want the AI to be disabled (so it doesn't matter if they get a gun somehow or not) is to stick them in an endless loop using the logic editor and every second force them to use their equipment (use forceswitchinventory). That way it doesnt really matter if they have a gun because the logic editor will force them not to use it. I use a similar technique in my gun tester mode (only with one AI but it doesnt matter, the principles the same). You can get a look at the code by looking in the description of the video if you need -
th-cam.com/video/p3XPikticVE/w-d-xo.html
Short answer is, AI is a pain and if you want them to be dumber and not shoot you need to use a little code in the logic editor to do that.
Hi thanks for making this and releasing the link. is there any way to change the location of the ai spawn, to make them spawn further from player.
Hi, no problem. Hope you like it! Yes it is possible to move the AI spawn further away. The only issue you might encounter if you do is that they are currently designed to spawn close to a random human player. This is because the spawn point chosen will almost certainly be in bounds. If you push the spawn point further away, you increase the chance of the spawn point chosen for the AI being out of bounds. If that is the case the AI will spawn in randomly across the map (rather than parachuting in) because the game logic will see an out of bounds spawn point and then just randomly select another. There is no way to stop that. As I tried to make this work on any map, spawning close to a human player makes the chance of an invalid spawn being chosen less likely.
As for changing it:
Find the subroutine called: enableAIDeploy
Find the setVariable player SpawnVector command
(it is that variable that sets the position for the AI to deploy on)
You will see a create vector command which is made up of an X, Y and Z component.
In the X and the Z part you will see the command RandomReal -5....5
It is those values in the RandomReal you need to change.
If you change it to, lets say -20....20
The AI will randomly spawn up to 20 points away (although they may still spawn on top of the player as well)
Making the gap between those numbers will increase the range they can spawn away from the player.
If you want to make sure they spawn further away then remove the RandomReal command altogether and just put a number in there. So if you replace each with just the value 50, the AI will spawn 50 points away on the X and Z coordinates.
As I say though - be careful - there is a good chance they will at some point spawn out of bounds.
Thank you very much i will toy with it. You do great work and i hope you continue to make interesting modes for portal. Without contributions of community members like you i would have traded this game in right when i got it. Thanks again!
@@BattlefieldDad
I've noticed some weird things when AI go out of bounds. They are no longer marked and I can't find them. Not a big deal though. The game is still one of my favorites of all Portal.
Hey man is there any way to make it so the ai dont just dissapear after you kill them?
Sorry I didnt reply, clicked like, went to reply, then family took over...
Yes thats easily done if you havent found out already. No need to touch the logic.
I'll assume you have duplicated it using the link in the description. If you have then you need to:
Select Modifiers
Select AI under modifiers
Scroll down to just under AI synced modifiers and you will see AI man down type.
Change Team 2 to be 'downed' rather than instant death.
Job done!
hope you and your family are well... great video as always, could you do video on how to teleport Ai players to different locations and disable there movement? I'm trying to create an aim trainer but when I teleport the Ai they all teleport to the same location
any help would be greatly appreciated :)
Thanks for your comment. Much appreciated.
As for the AI, I have been thinking about an aim trainer type thing for a while so hopefully I will be able to get round to it. The AI are a real pain to work with though!
To create a decent aim trainer you would need to focus on just one map (so you could set all of the spawn points specifically). I would create an array of vectors with all the positions you want to spawn the AI onto (so if you have 32 AI you would have 32 vectors in the array). Then each AI player would be able to be assigned their own spawn point.
In the meantime a very good portal designer (NoNam3 - who unfortunately has stopped developing modes for now) created some good aim trainers. Here is a link to a basic one that he did. This has a good, basic example of how to set an array of spawn points then spawn in all AI and disable them.
There are more efficient ways of doing what NoNam3 did here (his later AIM trainer that he developed is very cool) but depending on your skill level this may get you started.
portal.battlefield.com/experience/rules?playgroundId=103d14c0-4735-11ec-b3b3-e93f8df868be
Anyway - I will see what I can do. Good luck with your aim trainer.
Oddly youtube deletes my comments on this channel, ive been trying to give links to my game modes and prefabs
Not sure why it deletes links....thats really annoying I am sure!
Does this still work to this day?
It should..I haven't tested it in a while but there is no reason why it shouldn't. I do need to resave it though since the last update (you have to resave after each update or they break). I'll pop back in and save it shortly.
@@BattlefieldDad try playing it again seem like your code isn’t there anymore unless I have to add difficulty codes cause sadly it not playable but game mode seem really cool to try out!
@@xXxGalaxioxXx I've just resaved it so I will check again later everything is working as it should. It has been a while since I looked. Experience code is AARY37. There is another update coming soon which will break it again but I will try to remember to pop back in and sort it. Me and my mates enjoyed playing it!
Nice vid. Trying the game mode on PS4 and game ends few seconds after match starts. Ends in defect in my side, but I still be alive.
Not sure why it would end so quickly. It has been pretty rigorously tested. The game does do some weird stuff though.
When you get defeated (as in all players in your squad die) the game does redeploy everyone before assigning the defeat. So if all players die and the game is over, all players will be redeployed back into the game and that is so that a message can be displayed showing the final game time, it will display that for about 6 seconds before showing the defeat screen.
If you die right at the start (and on impossible if you dont fight back that will happen pretty quickly) and you are on your own, the game could end very quickly, you die, then are force redeployed, then the game ends.
Let me know how you get on if you try again.
Doesn't work anymore, sadge.