Editing and Customization > Community Content
Yeyinde's WIP Gamemodes
CCsaint10:
Thank you so much for doing this. The testers and developers really appreciate your work. You bring the spark and inspiration back to GE:S. Now to get surface out when these new gamemodes are in. I know, I know, it is almost done.. :D
killermonkey:
Yeyinde I had a chance to play your gamemode this morning and I must say it is pretty top notch! Here are some comments and suggestions that I compiled from the people playing (including myself):
1. Reset player's scores on round start. If you don't do that then the match score gets compounded.
2. Give feedback to a killed player on who killed them (assassin or non-assassin)
3. Show the distance in whole numbers or at most 1 significant digit (ties into the update rate from previous).
4. Show whether the target is above or below you next to the distance. If on same level, show only the distance. We assume a floor height of 128 units.
5. Players who are not following the gameplay (ie. attacking any player they want to) will spoil the entire game. Simply put, if you retaliate on someone spoiling the gameplay YOU ARE PUNISHED. There has to be some mechanism that detects players who are constantly attacking non-targets and either punt them to spectator, remove their ability to inflict damage, or send them a nasty gram as a big red message on their screen. People who retaliate to being attacked (by anyone) should not be punished either. This will require the gameplay to store a dynamic list of "recent attacks" to cross reference a death to a recent attack.
6. Kills to non-targets with the knife cause extreme point loss. Point loss should not incur the bonuses that legit kills have.
Yeyinde:
--- Quote from: CCsaint10 [bklax23] on July 10, 2010, 08:07:23 am ---Thank you so much for doing this. The testers and developers really appreciate your work. You bring the spark and inspiration back to GE:S. Now to get surface out when these new gamemodes are in. I know, I know, it is almost done.. :D
--- End quote ---
Thank you, and no problem! I really love how the devs left game mode scripting open instead of hard-coding them into the mod itself. Without that, things like this just would not be possible. :)
--- Quote from: killermonkey on July 11, 2010, 06:19:12 pm ---Yeyinde I had a chance to play your gamemode this morning and I must say it is pretty top notch! Here are some comments and suggestions that I compiled from the people playing (including myself):
1. Reset player's scores on round start. If you don't do that then the match score gets compounded.
2. Give feedback to a killed player on who killed them (assassin or non-assassin)
3. Show the distance in whole numbers or at most 1 significant digit (ties into the update rate from previous).
4. Show whether the target is above or below you next to the distance. If on same level, show only the distance. We assume a floor height of 128 units.
5. Players who are not following the gameplay (ie. attacking any player they want to) will spoil the entire game. Simply put, if you retaliate on someone spoiling the gameplay YOU ARE PUNISHED. There has to be some mechanism that detects players who are constantly attacking non-targets and either punt them to spectator, remove their ability to inflict damage, or send them a nasty gram as a big red message on their screen. People who retaliate to being attacked (by anyone) should not be punished either. This will require the gameplay to store a dynamic list of "recent attacks" to cross reference a death to a recent attack.
6. Kills to non-targets with the knife cause extreme point loss. Point loss should not incur the bonuses that legit kills have.
--- End quote ---
1. Noted and will be changed. Turns out, I had wrongly named the round start event definition.
2. Noted and will be added very easily thanks to the processing that goes on in OnPlayerKilled event.
3. Noted and will be changed to 1 decimal place. This just involves changing a value in the rounding float call.
4. I actually wanted to do something like this, along with a crude, arrow compass. Unfortunately, I could not figure out how to grab the raw positions of the players, vectorize the two points, and calculate the angle from it.
5. Noted and will be added in the next release through two more cvars. I'll think I'll be going with the no-damage option. The bad players will be given a message in the middle of their screen with the time left on their punishment. The defaults for this may be 15 seconds of no damage after 5 bad kills. Doing a good kill (target or assassin) will reduce the bad kill counter, not reset it. Hopefully, this will prevent those people from killing 4 then killing the target, then killing 4, etc.
6. Noted and will be changed with the next release. I thought it would be a good idea to severely punish bad kills like that, but looks like I was wrong. Ah well. :)
killermonkey:
Awesome. You should just compare the z values of the positions, you don't have to go crazy with vectorizing it:
GEUtil.Vector.__getitem__( GEPlayer.GetAbsOrigin(), 2 )
this will return the z component of the player's position. A little awkward, I will fix this in v4.1 to be more direct (as in GEPlayer.GetAbsOrigin().z())...
major:
Dang just reading this topic makes me excited and scared of my programming course this fall.
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