[Fixed] armor & health usage

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animalchik
fala.q3's picture
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Joined: Jul 2009
Posts:
animalchik wrote:

Was thinking about new look of FreezeTag & CleanArena game types, but that needs few features to be implemented into mod to make that possible

- if soft limit of health is set 1 or -1 , health dropping down to 1, I want make dropping it to 0 where at the end player going to die/freeze
- if softlimit is 1 / -1 , u can't take health items on the map aside ITEM_HEALTH_SMALL , I want to describe third health limit,

let it be something like this:
Health Base Limit = 0;
Health Soft Limit = 300;
Health Hard Limit = 600;

where Health Base Limit going to be the amount of health to what health of the player will drop down, in case of 0 player going to die when he hit 0 that also can take rot values or have separated rot tempo

2 additional features:
xp_roundHealthResetPlayer = true/false
xp_teamScoresHealthResetPlayer = true/false

describe when health of the player going to be reset to the Soft Limit amount, when round is end or when team scores
__________________________________________
ARMOR
atm armor can't protect from damage more than a 100% of its value, I want to make possibility to set it like battlesuit where quality set to 2 going to be 300armor = 600dmg

4 additional features:
xp_roundArmorResetPlayer = true/false
xp_teamScoresArmorResetPlayer = true/false
xp_roundArmorResetMap = true/false
xp_teamScoresArmorResetMap = true/false

witch allow do describe when armor taken on the map will vanish from player inventory and if the items going to be reset on the map when event occurred
__________________________________________

why? because atm I am forced to set armor to astronomic numbers like 2100 in CA

in case of health this should look like player that aint moving freezing on the arena itself by losing health, this one can have completely new feature aside health usage and will depend on player UPS/sec:

if the player will moving with speed more than $g_speed will keep his health amount, but if he decide to camp his health will be dropping down, how fast that going to depend of UPS/sec based on $g_speed 350 = 0% rot rate | $g_speed 0 = 100% rot rate that should make those people move and search more for health items, well overly make them move more Winking

I have wondered about it, and discovered that this should be separate indictor not $g_speed , but an another one like xp_freezingSpeed, then we'are capable to describe the 0% at more UPS than $g_speed is

___________
roundlimit & other stuff

in a roundlimit X is there a possibility to set warm-up time between rounds? if no, u should add this feature! if yes how?

1 additional feature:
xp_roundlimitStyle = (both team counted into round limit) / (per team round limit)

atm if roundlimit is 10 match ends if team BLUE has 4pts and team RED has 6pts because BLUE + RED = 10pts = roundlimit

there should be posibility to make it familiar to style without roundlimit set:
if roundlimit going to be set 10 both teams can have 8pts summary 16pts and the game will not going to end until one of the teams will reach 10pts

I am addicted to life.

lagstard
Developer (retired)
rabusmar's picture
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Joined: Jan 2008
Posts:
Re: armor & health usage
animalchik wrote:

- if soft limit of health is set 1 or -1 , health dropping down to 1, I want make dropping it to 0 where at the end player going to die/freeze
- if softlimit is 1 / -1 , u can't take health items on the map aside ITEM_HEALTH_SMALL , I want to describe third health limit,

let it be something like this:
Health Base Limit = 0;
Health Soft Limit = 300;
Health Hard Limit = 600;

where Health Base Limit going to be the amount of health to what health of the player will drop down, in case of 0 player going to die when he hit 0 that also can take rot values or have separated rot tempo

Allowed HealthRegenAmount and ArmorRegenAmount to take negative values.

animalchik wrote:

2 additional features:
xp_roundHealthResetPlayer = true/false
xp_teamScoresHealthResetPlayer = true/false

describe when health of the player going to be reset to the Soft Limit amount, when round is end or when team scores

animalchik wrote:

2 additional features:
xp_roundArmorResetPlayer = true/false
xp_teamScoresArmorResetPlayer = true/false

witch allow do describe when armor taken on the map will vanish from player inventory

Implemented round->resetFlags:
[code:1] /* Controls which player stats are cleared after round end
*
* RESET_HEALTH
* RESET_ARMOR
* RESET_WEAPONS
* RESET_POWERUPS
*
* RESET_NONE
* RESET_ALL
**/
Reset Flags = RESET_ARMOR | RESET_WEAPONS | RESET_POWERUPS;[/code:1]

animalchik wrote:

ARMOR
atm armor can't protect from damage more than a 100% of its value, I want to make possibility to set it like battlesuit where quality set to 2 going to be 300armor = 600dmg

Wont implement, armor wont change damage values.

animalchik wrote:

2 additional features:
xp_roundArmorResetMap = true/false
xp_teamScoresArmorResetMap = true/false

if the items going to be reset on the map when event occurred

Implemented round->items:
[code:1] /* Items that are reset after round end
*
* IT_ARMOR_SHARD
* IT_ARMOR_JACKET
* IT_ARMOR_COMBAT
* IT_ARMOR_BODY
* IT_HEALTH_SMALL
* IT_HEALTH
* IT_HEALTH_LARGE
* IT_HEALTH_MEGA
* IT_TELEPORTER
* IT_MEDKIT
*
* IT_NONE
* IT_ALL
**/
Items = IT_NONE;[/code:1]

animalchik wrote:

in case of health this should look like player that aint moving freezing on the arena itself by losing health, this one can have completely new feature aside health usage and will depend on player UPS/sec:

if the player will moving with speed more than $g_speed will keep his health amount, but if he decide to camp his health will be dropping down, how fast that going to depend of UPS/sec based on $g_speed 350 = 0% rot rate | $g_speed 0 = 100% rot rate that should make those people move and search more for health items, well overly make them move more Winking

I have wondered about it, and discovered that this should be separate indictor not $g_speed , but an another one like xp_freezingSpeed, then we'are capable to describe the 0% at more UPS than $g_speed is

Wont implement, feature seems a little bit odd. Camp protection, negative regeneration and items should be enough for players to move.

animalchik wrote:

roundlimit & other stuff

in a roundlimit X is there a possibility to set warm-up time between rounds? if no, u should add this feature! if yes how?

xp_matchMode 2

animalchik wrote:

1 additional feature:
xp_roundlimitStyle = (both team counted into round limit) / (per team round limit)

atm if roundlimit is 10 match ends if team BLUE has 4pts and team RED has 6pts because BLUE + RED = 10pts = roundlimit

there should be posibility to make it familiar to style without roundlimit set:
if roundlimit going to be set 10 both teams can have 8pts summary 16pts and the game will not going to end until one of the teams will reach 10pts

Could not understand what this request refers to.

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(HK)Spider
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Joined: Apr 2005
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[Fixed] armor & health usage

sorry to put nonsense post but dam beast , this is what is called Great F Job

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animalchik
fala.q3's picture
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Joined: Jul 2009
Posts:
[Fixed] armor & health usage

if u set roundlimit to 10, end of the game will be when summary score of both teams going to be 10 (blue 7 + red 3 = 10)

wanted to have an option where scores of both teams won't be summed up so the game cloud end when teams going to have (blue 9 + red 10 = 19)

rest of features mentored seems to be good enough, but if that referring only to round a like gametype? or can be also assigned to Team Scores event not only Round End event ? (where roundlimit is set to Innocent

going to test xp_matchmode 2

if there is a possibility to set if player will respawn after the round end true/false, and when that going to happen, after round end and then 10sec of warmup countdown where players can form their teams, or after round end + warmup countdown

like:
xp_respawnPlayerAfterTeamScores true/false
xp_respawnPlayerAfterWarmup true/false

that would be great for g_gametype 7/8 and roundlimit 0/1

I am addicted to life.

lagstard
Developer (retired)
rabusmar's picture
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Joined: Jan 2008
Posts:
[Fixed] armor & health usage
animalchik wrote:

if u set roundlimit to 10, end of the game will be when summary score of both teams going to be 10 (blue 7 + red 3 = 10)

wanted to have an option where scores of both teams won't be summed up so the game cloud end when teams going to have (blue 9 + red 10 = 19)

Allowed fraglimit to be hit when roundlimit is set. That should do what you want.

animalchik wrote:

rest of features mentored seems to be good enough, but if that referring only to round a like gametype? or can be also assigned to Team Scores event not only Round End event ? (where roundlimit is set to Innocent

Yep, the config option work for both team scores in round based gametypes and round ends events.

animalchik wrote:

if there is a possibility to set if player will respawn after the round end true/false, and when that going to happen, after round end and then 10sec of warmup countdown where players can form their teams, or after round end + warmup countdown

like:
xp_respawnPlayerAfterTeamScores true/false
xp_respawnPlayerAfterWarmup true/false

that would be great for g_gametype 7/8 and roundlimit 0/1

Not sure exactly if is what you asked but i added a couple more options that work when xp_matchmode is 2:

[code:1]/* Round warmup time
*
* Only when $xp_matchmode is 2
**/
Warmup = 4;

/* Control if players should respawn after round warmup
*
* Only when $xp_matchmode is 2
**/
Warmup Respawn = $xp_warmupRespawn & WARMUPRESPAWN_PLAYERS;[/code:1]

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