first off, AWESOME!I'm not sure if I should curse the limitations, or cheer them on for getting the thinkers to think on creative ways to work around them. The main thing I can see wrong about individual colours would be defining 32 of them, with the chance of them blending into the radar, or the colourblind confusing the wrong one. Although individual tokens per player could add to some interesting additions to gameplay, like colouring the person who had dominated you red so who know who to avoid (Or sneak up with behind them with the Goldengun).
Secondly,
the radar is meant to be all or nothing. You cannot display special radar tokens to individual players. This is an internal limitation and cannot be circumvented with Python and is by design really. The only thing I can think of is to assign each player a different color blip on the radar and tell each player the blip color that they have to assassinate. Not ideal, but it would work.
Kool stuff, I dig your initiative. I love these custom game modes because they add new flavor to GES, and help pique players' interest in GES again that have been playing for a long while.Thank you, and thank you for considering putting the game modes on your servers. The biggest problem with making your own game mode by yourself is the lack of proper testing that you can do. Hopefully 4.1's bots can help a bit with that once it's out.
We can definitely test these out on one of the OWS servers Yeyinde. We even got Entropy-Soldier's Turbo Mode and Hold The Briefcase game modes on rotation there which have been a joy to play so far. :)
Hopefully 4.1's bots can help a bit with that once it's out.
Who said 4.1 is getting bots? LOL, certainly not me!
As for the radar, adding the ability for a per-player radar color/icon is definitely possible, however you now take on the burden, as a scenario writer, to ensuring that the radar is in sync with the gameplay. That, my friend, is not worth the hassle in my opinion for this limited use. There is a whole lot of checks and balances going on behind the scenes that make the python code so easy to write. We went to extreme lengths to ensure that the python code directly relates to actions within the game and not the implementation of the actions. Implementation is C++'s job.
The first game mode kinda reminds me on The Ship.When more characters are added, I'll think about adding that to the game mode. I'll also think about adding a point multiplier for using a silenced weapon or melee weapon to go with the assassination theme.
If there were more characters, you could simply display a message to each client individually. Something like: assassinate ourumov
Maybe even more difficult, if you wanna get an extra point you'll have to use a certain weapon for it.
Yea, maybe (if it is possible) to have only one player as, say, ourumov. And you need to assassinate him. Also, the ourumov skin would rotate throughout the players; think the CS 1.6 game mode where the player needs to escape with the CT's, and the escapee alternates each round.It is possible to force a skin on somebody and only allow him to use it (look at the LALD game mode for that), but that isn't what I'm going for in this mode. Assassination is a free-for-all type scenario, so everyone has a different target to kill. Forcing everyone to go after a single person just wouldn't be as fun, I think.
Those modes look really nice. I like both ideas. Check your Steam invites, if you may :). I have a few things to say in behalf of WN.Thank you for the invite. As for themed/team assassination, this mode is meant for a free-for-all play so that probably won't work all to well. But I appreciate the though and idea. :)
They could make themed assassination missions for different maps. Say, for Cradle, it would be Trevelyan (or Bond, depending on the team), etc.
I like how that is turning out. I'd lend you a hand but I'm swamped with Uni work at the moment. If I'm available to help, I'm let you know. I also like the prefixes you chose.Thank you! Any help is appreciated, even if it's not right at the moment. :) And the `ass' prefix just seemed logical at the time, so it stuck.
be careful with network bandwidth. Sending messages to 32 players every think cycle will bring the server to its knees...Hmm, yes. That is quite a true fact to bring up. The available zip'ed code just updates the hud text if the distance between the two changes, however I'll be adding that timeout check to call the updating function to the next release to help ease up on the bandwidth a bit more.
If you haven't already, I suggest adding a timeout to do distance updates every 200 ms or slower.
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.. :DThank 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. :)
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.
I'd like to give a big thanks to the OWS server for putting up with all of this testing and revision that has been going on. You guys rock!You're welcome <3
Why not add a item highlight to your target? Thus if there is more than one char you can tell them apartUnfortunately, as I've been told, things like that are all-or-nothing settings, and cannot be made to have each individual player have a different outlining/radar setting.
What about the left 4 dead glow that we have on object in specific game modes?