Rainbow 6 Siege Secure Area in Battlefield 2042?? (Part 2) - Battlefield 2042 Portal Rules Editor

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Published on ● Video Link: https://www.youtube.com/watch?v=o9ncn0VVXj4



Battlefield 2042
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Duration: 24:30
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I have set up a small donation page if anyone would like to buy me a cup of coffee to see me along as I make these videos lol. I got asked about donations which I never really thought about but obviously if anyone feels my work is worthy of a few quid I'd be absolutely delighted anyone felt they could donate to my page.

My donation page can be found at: https://ko-fi.com/battlefielddad

Playground ID - https://portal.battlefield.com/experience/package/era?playgroundId=eaf548d0-a482-11ec-802e-28146c95a82a

This is part 2 of a 2 part video...For the last month or two I have been working on creating the Secure Area mode for Rainbow 6 but in the Battlefield 2042 Portal Rules Editor. It has been quite a challenge but, although this is not 'exactly' secure area, I think I have done a decent job of creating a decent mode with many of the underlying gameplay features.

NOTE: IF YOU WANT TO ADD OR REMOVE OBJECTIVE AREAS YOU MUST CHANGE THE VARIABLE NOTED HERE IN THE VIDEO: https://youtu.be/o9ncn0VVXj4?t=916

The difficulty with porting the mode over is really related to the map design and the specialist vs the R6 siege operators. R6 is clearly designed with this sort of mode in mind. 2042 is not.
In the end, after experimenting with a few different iteration, I settled on a version that I think keeps the tight competitive nature of the mode, strict time limit, round based, single life etc vibe of the original but allowed it to be kept in the confines of the editor.
The code is available in the video (check the chapter markers) if you want to try it out, and the code will follow shortly.
Let me know what you think. I hope I have made something that is enjoyable but I guess you will al be able to tell me :)
I learned a lot about the editor, what can be done, what cant, what is extremely difficult to achieve. The hardest part was having rounds so the game was switching between different parts and also keeping the players in the correct part of the action.
Anyway, hopefully you enjoy it. Take care...more modes coming soon!

A special note that I forgot to mention in the video - the AI do not 'go to the objective'. They will follow other players and will step into the objective if they need to get close to you - and in the process will capture or contest it. But they don't 'see' the objective. It is one of the limitations of us not yet having a spacial editor. Maybe in time that will come. In the meantime this mode is better enjoyed with friends.

Chapters
00:00 - Introduction
02:00 - Basic core settings overview
04:44 - Code overview
06:10 - Warning about code changes
06:43 - Changing the objective areas
09:33 - The objective area code
09:59 - In game messages
10:30 - Change end of round message and timer
11:30 - Change in round message
11:51 - Change introduction screen and timer
12:30 - Change preround message and countdown
13:12 - Change out of round message and safe distance
14:24 - Change number of rounds, round timer, number of objectives, spawn distance, out of round area
16:37 - Change objective capture timer
18:03 - Final thoughts
20:14 - Gameplay




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