[suggestion] advanced scenarios in e+

16 replies [Last post]
^t
smasherchif's picture
Offline
Joined: Oct 2009
Posts:

hello, e+ devs. i've got pretty nice idea (imho Tongue)

i suggest implementing an advanced rules system in e+ server cfgs in order to have different goals in game or even goals, changeable during match, to have an opportunity to implement a gametype logic (rules, thanx epsi for this term Tongue) in cfg file, rather that in e+ code. this will include events, handlers and some additional stuff. it's a bit hard for me to explain, so i'll give some examples.

an event could be whatever: reaching certain score, fragging certain player, fragging all players of opposite team, picking an item, picking an object (like flag or smth), etc.

an event handler would contain any cfg code, that will be executed when handler is fired.

we sure would need an api kit - a set of aux functions, here're some examples:
1. PickPlayer - chooses a player for whatever purpose in cfg - randomly or by a condition (most score, most kills, first killer, last victim, item/object picker, etc)
2. Shuffle - would shuffle players between teams
3. EnumeratePlayers - enumerates through all active players (all who joined a match)
4. SwitchTeams - all players are forced to join opposite team (like changing ends in football Happy )
5. EndMatch - ends match on event,
etc

also, we would need objects like Player (with some attributes like lives, score, killz, etc)

with such a system we could create even new gametypes without modifying e+ code each time! for example, smth like 'king of the hill' (dunno, you can call it whatever): ffa-based gametype; each player has certain amount of lives; when a player gets killed, he loses one life and respawns if he's not run out of lives; when he/she hasn't got lives any more he gets 'frozen' (forced to spec) until match ends; the one who survives (has at least one life rest, while all others don't have any) is the winner (yeah, those who are familiar with the UT99, do know what i'm talking about - the 'last man standing' game type, i like it a lot, wish i could play it with plus weapons and physics). well, it's just an example, there could be much more ideas, i guess.

the idea is to 'invent' as much event types and aux funcs as possible, categorize, generalize and parameterize them, so we would have as much options to use, while designing a scenario, as possible.
well, we're not going here to just copy-paste stuff from other games, but since e+ has means to emulate other configs, we could extend it with such advanced rules system in order to have an opportunity to emulate gametypes or even create new ones, and raise e+ configurability to a whole new level! this would bring new unique configs, not just another 'dont-forget-to-rename-me-N.cfg' Tongue we could make e+ the best q3 mod ever (well, it is already, but we still can make it even better, right? Winking )
there sure will be some enthusiasts which would use this cool feature to design some nice scenarios with different goals, instead of always playing dumb ffa/tdm raw meat. the more new unique servers, the more newcomers, i guess.

with respect, illca.


.aNk/xXxp4l/:bR.Shady'XYN! wrote:
Fuck! I just thought of the most awesome pun about the BC vs Smurfs final game and the flames that followed :
"In Soviet Moldavia, Pole rages YOU"
like 2 months after Call me

3M'darkangel wrote:
// 09:30:49 27.06.2010, UNKNOWN LOCATION,
Name { "Biotoxin" }
IP { "localhost" }

SHUDDER wrote:
People are training hard to hide their autoshoot so well while gain enough skills to win (or at least compete on similar level) without them. This is getting insane or provoked. I feel like I would cut myself with Ockham's Razor if I claim a cheat there.

epsiplayer
THE ONE AND ONLY
intact-epsilon's picture
Offline
Joined: Dec 2006
Posts:
Re: [suggestion] advanced scenarios in e+

this is nice stuff!

yes this would mean a looooot of coding & time but, wouldn't it be great ?
___________
epsislow


int*icenine
icenine's picture
Offline
Joined: Nov 2009
Posts:
Re: [suggestion] advanced scenarios in e+

*like!Sounds interesting, and strangely familiar.

The liver is evil... It must be punished...

^t
smasherchif's picture
Offline
Joined: Oct 2009
Posts:
Re: [suggestion] advanced scenarios in e+
int*icenine wrote:

strangely familiar

yo i9 Happy what do you mean?


.aNk/xXxp4l/:bR.Shady'XYN! wrote:
Fuck! I just thought of the most awesome pun about the BC vs Smurfs final game and the flames that followed :
"In Soviet Moldavia, Pole rages YOU"
like 2 months after Call me

3M'darkangel wrote:
// 09:30:49 27.06.2010, UNKNOWN LOCATION,
Name { "Biotoxin" }
IP { "localhost" }

SHUDDER wrote:
People are training hard to hide their autoshoot so well while gain enough skills to win (or at least compete on similar level) without them. This is getting insane or provoked. I feel like I would cut myself with Ockham's Razor if I claim a cheat there.

mi3 * blackfx -C4-BLACKFX
BlackFx's picture
Offline
Joined: Mar 2010
Posts:
Re: [suggestion] advanced scenarios in e+

F1 Happy
PS many letters Smug

^t
smasherchif's picture
Offline
Joined: Oct 2009
Posts:
Re: [suggestion] advanced scenarios in e+

thanx Happy
moar F1's plz Tongue


.aNk/xXxp4l/:bR.Shady'XYN! wrote:
Fuck! I just thought of the most awesome pun about the BC vs Smurfs final game and the flames that followed :
"In Soviet Moldavia, Pole rages YOU"
like 2 months after Call me

3M'darkangel wrote:
// 09:30:49 27.06.2010, UNKNOWN LOCATION,
Name { "Biotoxin" }
IP { "localhost" }

SHUDDER wrote:
People are training hard to hide their autoshoot so well while gain enough skills to win (or at least compete on similar level) without them. This is getting insane or provoked. I feel like I would cut myself with Ockham's Razor if I claim a cheat there.

D e c e m b e r
Developer
brb24hours's picture
Offline
Joined: Aug 2008
Posts:
Re: [suggestion] advanced scenarios in e+

Imo following this idea will end up in just opening e+ source...

¯¯__█ALI█¯¯__
xpaliminium's picture
Offline
Joined: Nov 2005
Posts:
Re: [suggestion] advanced scenarios in e+

Oo yeah F1 for giving more possibilities on e+

Wanna avoid seeying mow, skull & co Surprise

Check this peacefull place

danic
Offline
Joined: Mar 2010
Posts:
Re: [suggestion] advanced scenarios in e+

If I will see games with new rules I will try to play
F1

*ZMB*INSANEKID*
InsaneKid's picture
Offline
Joined: May 2007
Posts:
Re: [suggestion] advanced scenarios in e+

(Double)Domination, Race and Survival
are the extra missions i can offer! <:

¯¯__█ALI█¯¯__
xpaliminium's picture
Offline
Joined: Nov 2005
Posts:
Re: [suggestion] advanced scenarios in e+

I relaunch this idea because with it e+ will have a lot and a lot more potential power.

example of PTE : Push The Enemy is a gametype actually based on a cfg having no damage but bigger knockback so players are easily propulsed out and without multihumps so they don't come back.

When it is played on a team aspect, I use CA gametype so team earns point when all die.
When it is played on ffa the one who has less death is on top of list. But there is an issue. If some1 connects or reconnects he becomes on top list. A gametype rule is needed on this case and should reward the player who has pushed. I don't see a real interest to make a g_gametype 10 just for this thing.

The best is to give ingredients so the server admin makes a g_gametype "..." and defines himself things on a gametype { } clause within gametype config.

I could provide some details later if interested but as first idea I see it like this :

File name : gametypes/pte.gtype

name = "Push The Enemy";
 
    General Rules {
      ...
    }
    Red Team Rules {
      ...
    }
    Blue Team Rules {
      ...
    }
    Spectator Rules {
      ...
    }

and ingame use /rcon g_gametype "pte"

an example of Rules : Spectator Rules > Disabled = 1; will make no spec available on the custom gametype

Some ppl wanted a mix between freeze and tdm as gametype for suvival horror, the solution is to make dead red players frozen and blue team players respawnable as example

Another gametype idea 1vsAll : can be done too by setting Red Team Rules > Player limit = 1;.

There should be a way to make a player who does an action switch team.
Red Team shouldn't have a Disable attribute and blue should have it so when blue is disabled it is kind of ffa.

I have many other ideas of gametypes.

Excessiveplus isn't limitated to plus config, spawn and kill or freeze and unfreeze. It is much more and it has been proven by examples.

Wanna avoid seeying mow, skull & co Surprise

Check this peacefull place