I tested it out today and it flows very well, like a hungry vagina.You couldn't think of a better metaphor than that?
I have diligently been debugging my mode and I'm proud to announce I have one known bug left.
Found several serious bugs:No it's not. At the beginning of the event, it was randomize. Something happened that broke it. I have fixed it.
1. The special player is the same every round
2. The adrenaline, when used, is active even after round restart (ie it never stops)I will look into this but I think I fixed that.
3. The adrenaline bar goes away after the first roundThat is because the players weren't randomizing.
4. If a player changes teams as the key player (forced or otherwise) they remain the key player on the other team. This leaves one team with two key players and the other with none.Thank you, I will look into this.
5. Elimination does not make any sense in this game mode and makes the weapon rotation worthless.I'm not removing elimination.
6. I never had a shotgun as a key playerFixed that. Again, when I left the randomization wasn't working. This means the key player abilities were not given. I now have the shotgun in the giveplayerweapons function.
1. The key player should be colored white in the scoreboardIt is white. Again, I already said the players weren't randomizing causing all sorts of issues.
2. It is not very obvious that you are the key player when the round startsYes it is. There's a HUD saying, "You are the key player" and also a showpopuphelp. The help's code was faulty and has been fixed.
3. When I try to choose a character that is the key player type it doesn't tell me why the character menu keeps popping back up (hint: look at LALD)No, you need to look at LALD. When you are the baron, and you choose him, it takes 4 - 5 times for the HUD to say, "You are Baron Samedi". When you're not the baron and you try to choose the baron, you have to also do it 4 - 5 times for it to say, "You may not impersonate Baron Samedi."
So I suggest removing the elimination mechanic entirely.No, every player gets two lives.
Also, the round shouldn't end when the key player dies.Yes it should.
Ending the round pretty much forces every round to be played on DD44's or PP7's essentially, thus defeating the premise of the scenario.Poorly defending your key player ends the scenario. There are only 4 opportunities to level up.
The scenario is good, but needs a serious amount of work.No, the version you tried needs a serious amount of work. The version I have on PC (bugs that I have fixed that I found during the event) is nearly perfect. You told me to send the game mode to you when I was done. I haven't sent it to you yet.
Since you are being a dick about my very constructive feedback BASED ON THE GAME MODE THAT EVERYONE PLAYED you can go on by yourself.I do not need your help. Thank you for what you provided for me.
The mode was fundamentally flawed with elimination and round ending immediately on key player death. If you can't accept that then maybe you can accept it when no one plays your mode.I can accept that fact it's not what you envisioned but I will not accept the fact that no one wants to play it.
How the fuck am I supposed to know that you "fixed" bugs when the fix wasn't even released or mentioned in your posts.I knew about every bug you posted but the team change one. I did not have enough time to post about the bugs. My goal was just to get a semi working version up so the public could play it.
I do not need your help. Thank you for what you provided for me.
I can accept that fact it's not what you envisioned but I will not accept the fact that no one wants to play it.
I knew about every bug you posted but the team change one. I did not have enough time to post about the bugs. My goal was just to get a semi working version up so the public could play it.