GoldenEye: Source Forums

Editing and Customization => Community Content => Community Releases => Topic started by: Troy on July 06, 2012, 09:21:49 pm

Title: [Gameplay] Arsenal
Post by: Troy on July 06, 2012, 09:21:49 pm
Arsenal

Description

At the start of the round, every player will be given a level 1 weapon. In order to level up to the next weapon in the arsenal, score a kill. Knife and slapper kills steal a level from a level 2 or higher victim. Slapper kills reward the killer with full body armor. The first player to score a kill with the final weapon wins the round.

Say Commands

Press your voodoo key (G) to print the arsenal.

Credits

Gun Game - Killer Monkey and Lodle

Link

Removed since this game mode is included with GE:S 4.2.3.
Title: Re: [Gameplay] Arsenal
Post by: Troy on July 08, 2012, 08:30:13 pm
I have discovered two bugs with this game mode dealing with the weapons arsenal.

1. Started default weapons, random weapons, default weapons, random weapons, default weapons (stays random).
2. Starting off with random weapons, changing game modes, and going back to Arsenal, the weapons are still randomized because the game remembers the old list.

These bugs have been fixed.

I have updated the download link.
Title: Re: [Gameplay] Arsenal
Post by: Troy on July 08, 2012, 10:55:37 pm
I thought I had the above problems fixed, but turned out there was another problem with a global variable.  Everything has been corrected now and once again the download link has been updated.
Title: Re: [Gameplay] Arsenal
Post by: Troy on July 10, 2012, 04:30:17 pm
The ability to use Non-DM has been removed due to the fact that no one likes it.  Also the !level command has been removed due to redundancy pointed out by E-S.
Title: Re: [Gameplay] Arsenal
Post by: Troy on July 11, 2012, 02:09:46 am
Due to a rant about the word "Arsenal" I got from I8PP and it being redundant, I have made a change.
Title: Re: [Gameplay] Arsenal
Post by: Troy on July 11, 2012, 06:44:21 pm
I made a quick change to this as I found that the stopper I had in place to end the match if the round number exceeded the round limit was out of place.
Title: Re: [Gameplay] Arsenal
Post by: Troy on July 21, 2012, 06:39:39 pm
The first post has been updated with a new 4.2 version.  This is the latest version KM sent me with some improvements.
Title: Re: [Gameplay] Arsenal
Post by: Troy on July 21, 2012, 08:33:49 pm
Cut off problem when pressing voodoo:

(http://img803.imageshack.us/img803/2529/cutoff.jpg)

I don't know how to fix this one.  I think it's a problem with 4.2.
Title: Re: [Gameplay] Arsenal
Post by: Troy on July 23, 2012, 05:43:29 am
I've added a message and a sound to alert all of the players when someone has reached the final weapon.  This will let everyone know that he's about to win the game and everyone's focus should be reducing his level so he will not win the game.
Title: Re: [Gameplay] Arsenal
Post by: Troy on July 23, 2012, 11:51:01 pm
There's something really wrong with the popup box.

Code: [Select]
GEUtil.PopupMessage( player, "Arsenal", "abcdefghijklmnopqrstuvwxyzabcdefghijklmnopqrstuvwxyz" )

(http://img585.imageshack.us/img585/346/alphabox.jpg)

I can't fix this.
Title: Re: [Gameplay] Arsenal
Post by: Troy on July 24, 2012, 01:47:08 am
Arsenal has been updated with 4.2's localization strings.
Title: Re: [Gameplay] Arsenal
Post by: Troy on August 04, 2012, 03:38:28 pm
I have fixed the cut off text problem by only allowing 6 weapons per pop up box.
Title: Re: [Gameplay] Arsenal
Post by: Troy on February 13, 2013, 06:10:31 am
Minor change

- The hud message for the cvar ar_randomweapons has been changed to "Default/Random weapons were enabled!".  This fits the rest of my game modes as I used enabled/disabled.
Title: Re: [Gameplay] Arsenal
Post by: Troy on April 19, 2013, 07:05:17 pm
Reworked
Title: Re: [Gameplay] Arsenal
Post by: Troy on April 23, 2013, 04:03:32 am
Old

- Arsenal increments the round number only when a player completes the arsenal.
- When random weapons are used (ar_randomweapons 1), arsenal re-shuffles the weapons only when a player completes the arsenal.
- The round display (Round: x / x) uses HUD progress bar.

New

- Arsenal is now consistent with gun game.  If the round ends for any reason (an admin executing ge_endround or the game mode executing an end round), it will increment the round number.  An exception to this rule is when we're in warmup.  This will cause less confusion when a player or players see the round report and wonder why the round number is still the same.
- When random weapons are used (ar_randomweapons 1), arsenal will re-shuffle the weapons every time a new round begins.  This is exactly how ge_weaponset random and ge_weaponset random_loadout work.
- The round display (Round: x / x) uses timed HUD messages.  These are shown at the beginning of the round.
- Code revisions.

Known problem

- The game mode has the double end match bug.

http://forums.geshl2.com/index.php/topic,7526.msg78318.html
Title: Re: [Gameplay] Arsenal
Post by: Troy on May 05, 2013, 09:55:43 pm
I've updated the download link.  The game mode now uses localization.  This now belongs to the GE:S team. :D
Title: Re: [Gameplay] Arsenal
Post by: Troy on May 17, 2013, 08:19:12 am
KM took too long to do this:

http://forums.geshl2.com/index.php/topic,7534.msg78404.html#msg78404

I decided to code it:

Code: [Select]
    def PrintWeapons( self, player ):
        if not player:
            return

        arWeapons = ""
        for i in range( self.GetLevel( player ), len( weaponList ) ):
            name = GEWeapon.WeaponPrintName( weaponList[i][0] )
            arWeapons += "Level %i: %%%s\n" % ( i + 1, name )

            if arWeapons.count( ":" ) == 5:
                break

        if arWeapons:
            finalWeapon = GEWeapon.WeaponPrintName( weaponList[-1][0] )
            if not arWeapons.count( finalWeapon ):
                arWeapons += "Level %i: %%%s\n" % ( len( weaponList ), finalWeapon )
            GEUtil.PopupMessage( player, "#GES_GP_ARSENAL_NAME", arWeapons )

Download link updated. ;)