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Eavy 0 Administrator Posts: 483 (10/14/00 6:49:41 pm) |
EavySpawnProtect
FEATURES: - 6 KB zipped, 18 KB package, and it's server-side-only. It will not be downloaded to clients at all. You shouldn't add it to the serverpackages list, just add it to the mutator list, and run the server. - Mod configuration menu included for easy graphical setup (open up the mod menu and click on the mutator item to configure all options through the graphical user interface) - Console commands also supported for powerful remote administration (use a command like "Set EavySpawnProtect.EavySpawnProtection ActivateSpawnProtect True") - Spawn protection only protects against other players, not against self- inflicted damage, or environmental hazards - Protected players will be translucent, appearing like ghosts, gradually manifesting over time while protection runs out - The mutator's overall protection features can be toggled on and off using the menu or a console command - Not only does it protect against damage, but it also prevents knockback so freshly spawned players won't be bounced around by their enemies, unless the admin turns that option off - Minimum protection time determines how long it takes until protection wears off completely if the protected player has started to move - Maximum protection time determines how long it takes until protection wears off if the protected player doesn't move after respawning - Normal protection only runs out once a player has moved away from the spawnpoint, so if a camper is waiting nearby, you will remain protected until you feel ready to move - To prevent abuse, the protection will run out anyway after a certain amount of time, as determined by the server admin (no sitting ducks that are invulnerable) - Protected players can use weapons without limitations so being a spawncamper will be very dangerous (and quite impossible) - Protected players can take a percentage of the damage dealt as determined by the administrator (0 - 999%) - Spawncampers who hit a protected player can take damage as well (0 - 999%) to punish their assault on a freshly spawned player - Default values protect a player for as long as they don't move, but as soon as they move, they are vulnerable again (change the defaults to your liking) As you can see, there are a lot of possibilities, just a little example of how customizable the Assault Bonus Pack will be!
SUGGESTED SETTINGS - pick your favorite: 1) Only protect while respawning, but no protection afterwards. This is useful if you don't want a sniper to shoot a player the second they respawn, or to prevent a camper lobbing grenades at a spawnpoint, and similar situations. It has the least impact on gameplay because it only protects the spawning process. Minimum protection time should be zero, maximum protection time a little more, somewhere between 10 and 30 seconds is a good value. 2) Don't protect spawning players, but punish campers. Set victim and instigator damage percentage to 100 so the respawning player will take normal damage, but the attacker will take the same damage. A minimum protection time of three to five seconds is good. 3) Protect respawning players while punishing campers. Simply set the instigator damage scale to a high value and watch them kill themselves when they attack a harmless player. 4) Play a knockmatch. Set minimum protection time to an extremely high value, maximum to zero (i.e. unlimited), and turn the momentum protection off. Now players can't hurt each other, only knock each other around. 5) The Quake3 way. Give a player 25 % more health when respawning by reducing damage dealt by the same value. Set victim damage scale to 75 and 25 % of the damage will be ignored. Keep minimum protection time around 5 seconds and maximum the same amount of time. Well, there are many more possible combinations, I'm sure you can make up your own configurations...
Unless there are bugs (since I ripped it from the bonuspack, I doubt it,
unless the conversion caused any problems) I don't expect the code to
change so this is supposed to be the first and final release...
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Eavy 0 Administrator Posts: 484 (10/14/00 7:58:13 pm) |
Re:
EavySpawnProtect
TIP: Playing CTF-Face with Spawn Protection as a Dark Match is an amazing experience! Spawn Protection makes sure you don't get sniped as soon as you respawn, and Dark Match creates a totally different experience at night, trying to avoid the sniper searchlights while capturing the flag...
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| ION
Ace Registered User Posts: 78 (11/1/00 12:48:41 am) |
Re:
EavySpawnProtect
maybe add ur launch protection in it, most leagues don't allow laucnhing I think (called boosting in ctf I think) and flag punting : aim at floor with redeemer and shoot at floor so the flag goes flying, if u add them 2 things I think ur mod would become very popular, there are other spwnprotection mods and ppl wouldn't bother getting ur's cos it's a better when the one they got now works ok |
| ION
Ace Registered User Posts: 79 (11/1/00 1:04:33 am) |
Re:
EavySpawnProtect
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Eavy 0 Administrator Posts: 525 (11/1/00 3:05:35 am) |
Re:
EavySpawnProtect
I only made it because Epic asked for a customizable spawn protection to be ngWorldStats-approved. That's the advantage of mine, now it's supported by ngWorldStats, but at the same time it's a disadvantage. I can't go on and update it at will, the whole purpose was to have a customizable protection that's stable, no need for further updates. I might consider adding such protection, it's probably just copy&paste from Assault, but it has no priority right now. For now, I'm taking a break, I want to play a bit again.
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| EvilLarrE Unregistered User (12/1/00 12:43:23 am) |
SpawnGuard
how to you configure?? I cant find the: - Mod configuration menu included for easy graphical setup (open up the mod menu and click on the mutator item to configure all options through the graphical user interface) Even tried remote admin and no luck. Help! |
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Eavy 0 Administrator Posts: 631 (12/1/00 1:42:10 am) |
Re: SpawnGuard
I assume you're running a dedicated server? If you also have a UT client, install the mod there, then use the mod menu GUI to configure it on your client system. Copy and paste the [EavySpawnProtect.EavySpawnProtection] section from the client's UnrealTournament.ini into the server's config file. If you only have a dedicated server, you can set all variables from the console, after logging in as admin. The syntax to change commands after logging in as admin is always the same: Admin Set EavySpawnProtect.EavySpawnProtection Variable Value Replace Variable with the variable name (list at the end of mail) and Value with the value you want to set it to. Variable List: ActivateSpawnProtect (Values: True/False - True=Active) DeactivateDamageMomentum (Values: True/False - True=Also protects against being knocked back) InstigatorDamageScale (Value: Number as percent of damage the attacker takes when attempting to spawnkill) MaximumProtectionTime (Value: Number of maximum seconds player will be protected) MinimumProtectionTime (Value: Number of minimum seconds player will be protected) VictimDamageScale (Value: Number as percent of damage the victim takes when attempted to be spawnkilled) |
| EvilLarrE Unregistered User (12/1/00 2:50:40 am) |
Thanks
Disregard my last E-Mail! After reading AND understanding you e-mail I got it Thaks for your time! [EavySpawnProtect.EavySpawnProtection] ActivateSpawnProtect=True DeactivateDamageMomentum=True InstigatorDamageScale=20 MaximumProtectionTime=10 MinimumProtectionTime=10 VictimDamageScale=20 Thank You !
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| camperhunter Unregistered User (2/12/01 12:18:38 am) |
addtional setting??
new version maybe?
Great spawn protection mod. Love this mod for instagib - FINALLY one that works properly and consistently with instagib. BUT - How about a setting that limits what damage the victim can inflict while under protection? Or a scaling effect of increased damage as the protection wears off. From what im reading, victims have a admin confiurable time to be protected and kill (especially w/ instagib, my main gameplay). A loophole... Am I overlooking a setting? Understand my pt above?? Thanks. |
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Eavy 0 Administrator Posts: 697 (2/12/01 11:06:47 am) |
Re: addtional
setting?? new version maybe?
Good point. I intentionally let respawning players fight at full firepower, yet with default weapons only, to make the spawnpoints more dangerous. Players should avoid them if possible. Unfortunately spawnpoints are located all around most maps, so often it's inevitable to encounter a spawn-protected enemy, and that's especially lethal in InstaGib matches. Scaling down damage won't help much here as the SuperShockRifle inflicts 1000 points of damage. Perhaps not allowing players to shoot while protected is the best solution for this problem, once they shoot, the protection ends. Yes, that's an idea, would work very well for InstaGib since there's no need to run around and collect some gear before you're ready for battle. |