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Author Topic: [Gameplay] Freeze Tag Mode  (Read 21014 times)

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Joe

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[Gameplay] Freeze Tag Mode
« on: October 26, 2012, 09:59:19 pm »

Hi,

I think would be a fun mode to play in GE:S, so I'm going to try to make a mode script for it.

"Freeze Tag" mode is a team play elimination mode in which eliminated players can be resurrected by their team mates.

The latest version of this mode can be downloaded from here: http://forums.geshl2.com/index.php/board,139.0.html
« Last Edit: November 25, 2012, 04:00:27 pm by Joe »
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Re: [Gameplay] Freeze Tag Mode
« Reply #1 on: October 26, 2012, 11:00:32 pm »

hmm I kinda like it.
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Re: [Gameplay] Freeze Tag Mode
« Reply #2 on: October 27, 2012, 01:18:14 pm »

Unfortunately we don't provide a way to "freeze" players using the Python API interface. You would have to combine the python code with a standard server plugin to provide the freezing effect.

You could accomplish this using server-side custom events to pass information across:

GEUtils.EmitGameplayEvent( ... )

Here is the wiki article: http://wiki.geshl2.com/index.php/GoldenEye:_Source_Plugin_Support#gameplay_event
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Re: [Gameplay] Freeze Tag Mode
« Reply #3 on: October 28, 2012, 11:27:11 am »

Unfortunately we don't provide a way to "freeze" players using the Python API interface. You would have to combine the python code with a standard server plugin to provide the freezing effect.

You could accomplish this using server-side custom events to pass information across:

GEUtils.EmitGameplayEvent( ... )

Here is the wiki article: http://wiki.geshl2.com/index.php/GoldenEye:_Source_Plugin_Support#gameplay_event

Thanks for your help.
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Re: [Gameplay] Freeze Tag Mode
« Reply #4 on: November 01, 2012, 12:07:39 pm »

When players die in this mode I want the game to spawn an entity at the vector where they died so that their team mates can interact with this entity to trigger their resurrection. I would like the entity to use the victim's character model.

I've not seen a function in in the token manager class which can spawn a token entity at a given vector, so I've thought that tokens can only be spawned at spawn point entities.

I can see that there is a function in GEUtil which creates a temporary entity at a given vector ( CreateTempEnt(type,vector) ). I've got 2 questions about this function:
1) How is the created entity temporary? (or is a temporary entity a type of entity?)
2) How can a script reference an entity object which has been created by this function?

« Last Edit: November 01, 2012, 12:19:08 pm by Joe »
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Re: [Gameplay] Freeze Tag Mode
« Reply #5 on: November 01, 2012, 08:34:44 pm »

That sounds like an interesting enough game mode if it can be implemented properly in the mod
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Re: [Gameplay] Freeze Tag Mode
« Reply #6 on: November 01, 2012, 09:14:29 pm »

Naming suggestion: Die another Day... not sure if it was allready taken by another gamemode, or if it was just an achivement.
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Re: [Gameplay] Freeze Tag Mode
« Reply #7 on: November 01, 2012, 10:17:07 pm »

I'm curious in how players are able to resurrect their frozen team mates?  Have you thought about someone getting killed in midair and his team mate unable to reach him?
« Last Edit: November 01, 2012, 10:19:23 pm by Troy »
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Re: [Gameplay] Freeze Tag Mode
« Reply #8 on: November 02, 2012, 01:30:56 pm »

Naming suggestion: Die another Day... not sure if it was allready taken by another gamemode, or if it was just an achivement.
Good idea, I would like this mode to use that title but unfortunately there is a Die Another Day achievement. I personally don't think having a mode and achievement with the same name matters. So if the GE:S developers and community don't mind I now want this mode's title to be Die Another Day.

I'm curious in how players are able to resurrect their frozen team mates?  Have you thought about someone getting killed in midair and his team mate unable to reach him?

Players' character models will not  be frozen still when they are killed, so the victim's corpse would fall to the ground and then disappear normally. When their corpse disappears a resurrection entity will be spawned at the vector where their corpse disappeared and it will appear on their team mates' radars. If possible, I think these resurrection entities should use their eliminated player's character model in a standing up stance like the resurrection entities in MOHAA Freeze Tag.

Like in MOHAA Freeze Tag I think there should be 2 ways to resurrect a player:
1) By standing next to the resurrection entity for x seconds (Maybe creating a capture area around the entity would be the best way to implement this).
2) By aiming at the resurrection entity and holding down a button for x seconds.
« Last Edit: November 02, 2012, 03:28:25 pm by Joe »
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Re: [Gameplay] Freeze Tag Mode
« Reply #9 on: November 02, 2012, 03:08:16 pm »

Still there are maps like cradle, caves, runway, complex, etc. where players are able to fall into areas that are not part of the regulary playable map.

A solution might be that instead of having the players respawn at the place where they were killed, placing the resurrection entity on a token spawner or player start.
Instead of the T-posed Body, i'd rather see something like a gravestone there.

Also, what if you'd need to collect something like 1up items in order to be resurrectable.
Everyone starts with one extra life, as soon as he needs to be resurrected, he looses this extra to the one who resurrected him.
Maybe you could also be allowed to resurrect players from the other team, stealing their lifes that way.
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Re: [Gameplay] Freeze Tag Mode
« Reply #10 on: November 02, 2012, 06:27:57 pm »

    Still there are maps like cradle, caves, runway, complex, etc. where players are able to fall into areas that are not part of the regulary playable map.

    A solution might be that instead of having the players respawn at the place where they were killed, placing the resurrection entity on a token spawner or player start.
    Thanks for the helpful suggestion, I didn't know about the map problem you mentioned. I think spawning resurrection entities at spawn points would be the best alternative to spawning them at player death locations.

    I want this mode's game play to be as similar to MOHAA Freeze Tag's game play as possible because that has always been a popular mode and by making DAD's game play different I would risk making it less enjoyable than Mefy's MOHAA Freeze Tag mode. I think making resurrection entities spawn at spawn points rather than randomly located player death locations would make DAD's game play different from MOHAA Freeze Tag's game play.

    So I don't want to make resurrection entities spawn at spawn points unless I have to.

    These are some ideas I've had for dealing with the inaccessible map area problem:
    • Jumping could be disabled in this mode.
    • Player could have their resurrection entity spawn at a spawn point or accessible map area when:
      • They fall to their death.
      • When they use a suicide chat command.

    Also, what if you'd need to collect something like 1up items in order to be resurectable.
    Everyone starts with one extra life, as soon as he needs to be resurrected, he looses this extra to the one who resurrected him.
    Maybe you could also be allowed to resurrect players from the other team, stealing their lifes that way.
    Although I don't want DAD's game play to be different from MOHAA Freeze Tag's game play for the reason I gave above, I do like your item ideas and I think I would enjoy playing a mode which was like DAD but also used your game play ideas.

    I don't mind if any of the code I write is reused by other mode script authors. So if you want to reuse code from my DAD script in your own items DAD mode script or implement this mode idea by editing a copy of my DAD script, feel free.

    If you don't want to make a script for an items DAD mode yourself, I would be willing to do the coding for you and you could have the final say over what was done in your mode's script.

    Instead of the T-posed Body, i'd rather see something like a gravestone there.
    I would like resurrection entities to use a character model which is in an unarmed standing stance with its arms down at its sides. Can character models use this stance?[/list]
    « Last Edit: November 02, 2012, 06:35:26 pm by Joe »
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    Re: [Gameplay] Freeze Tag Mode
    « Reply #11 on: November 02, 2012, 11:41:12 pm »

    These are some ideas I've had for dealing with the inaccessible map area problem:
    • Jumping could be disabled in this mode.
    • Player could have their resurrection entity spawn at a spawn point or accessible map area when:
      • They fall to their death.
      • When they use a suicide chat command.

    Players will not have to wait for rounds to end when they join a DAD game, instead they could join a round before it ended if a team mate interacted with the new player's associated resurrection entity. So I'm not going to implement the things I mentioned in the above quote because players who are unlucky enough to die by falling into inaccessible map areas could move their resurrection entity to an accessible map area by simply rejoining a game.
    « Last Edit: November 02, 2012, 11:44:28 pm by Joe »
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    Re: [Gameplay] Freeze Tag Mode
    « Reply #12 on: November 03, 2012, 03:49:51 am »

    I can see that there is a function in GEUtil which creates a temporary entity at a given vector ( CreateTempEnt(type,vector) ). I've got 2 questions about this function:
    1) How is the created entity temporary? (or is a temporary entity a type of entity?)
    2) How can a script reference an entity object which has been created by this function?

    This is a special use function, it ONLY creates the ring type tempent which is a visual indicator. You cannot create arbitrary entities from Python.
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    Re: [Gameplay] Freeze Tag Mode
    « Reply #13 on: November 03, 2012, 01:07:20 pm »

    Thanks for your help.
    « Last Edit: November 03, 2012, 02:46:08 pm by Joe »
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    Re: [Gameplay] Freeze Tag Mode
    « Reply #14 on: November 04, 2012, 01:07:07 pm »

    I'm confident I will have finished this mode's script by Wednesday.
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