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New mode

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John Doom:
You're correct, it was last updated in 12/08/2018 at 2:20 UTC+01:00 (time to go to sleep :D), but this means it should be the same script you tested (https://forums.geshl2.com/index.php/topic,8900.msg87011.html#msg87011).
I'm sorry it didn't work last time, I'll do my best to fix this issue.

papel:
Thank you my friend. I'll wait for the changes.

John Doom:
:) Download in the first post updated.
I worked on the bug, but I can't test if it has been fixed, since I don't know what happened and what caused it. Hopefully it's been fixed for good.
I also did some tweaking to the gameplay: I disabled autoswitching (it was useless), let everyone start with armor and doubled damage multiplier (so it doesn't take too long to kill an opponent).
btw, Entropy-Soldier, I was going to use "CalculateCustomDamage" instead of "SetDamageMultiplier", as you suggested, but I don't know how to use it properly to adjust damage :D. Could you give me an example?

Entropy-Soldier:

--- Code: ---
    def CalculateCustomDamage( self, victim, info, health, armor ):
        killer = GEPlayer.ToMPPlayer(info.GetAttacker())
        killerid = GEEntity.GetUniqueId(GEPlayer.ToMPPlayer(info.GetAttacker()))
        target = GEEntity.GetUniqueId(victim)
        damage = health + armor
        damageMultiplier = 2
        damage = damage * damageMultiplier

        armor = damage # Can go way over the actual amount of armor the victim has but that's fine
        health = max(damage - victim.GetArmor(), 0) # Make sure we don't add health if the victim's armor is enough to absorb the attack

        # Return the adjusted damage values to the victim's health and armor gauges.
        return health, armor

--- End code ---

This should more or less be what you need, it's a little unintuitive to use for raw damage scaling since you control the health and armor damages separately instead of just modifying damage, but once you have the basic structure it's not too hard to make adjustments.  I might make a utility function for 5.1 to make this a bit easier in the future, but for now you should be able to just modify this code however you need.

Regardless, I'm looking forward to trying out the new version of your mode tonight!  We'll start playing in around 5-6 or so hours between 8:00 PM or 9:00 PM EST on Entropy-Server, so if you get a chance to stop by let me know and we'll play a few rounds together.  Hope to see you there!

Entropy-Soldier:
Well, we played 3 matches again tonight and while people had a lot of fun with it a lot of the same issues I mentioned previously were still present, though now even the best players couldn't win as 007 most of the time.  Being able to carry the objectives around as Janus means the optimal strategy is pretty much always to just form into the giant death swarm and the MI6 player usually has no real way of dealing with that.

I would say making the objectives stationary, and just not letting bond capture them with guards around, is probably the easiest fix for this.  Guards will have to spread out to cover all the objectives and bond can then carefully strike at the weakest ones, to which the guards will have to shift their forces around to compensate.  It also probably wouldn't hurt to give bond some sort of bonus damage or something for capturing the objectives so that the guards can't just give up 4/5 of them in order to form the giant death ball on the last one.


Regardless, I still had lots of fun with the mode.  Thanks for all your work on it so far!

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