Re: Points fix for friendly fire [message #425293 is a reply to message #393486] |
Sat, 10 April 2010 02:00 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
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General (3 Stars) |
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I got a message from WNxKenny this'morning about this, saying he wanted it again as he is making the DM server now.
A year ago I was advising him to do it on the ::Killed event, and jnz was suggesting to do it using Hooks.dll.
However, I thought the simplest way to do this would be to reverse the damage/death points for objects, so that's what I did...
Basically, I take the current value for death and damage points, and make them negative, so in a friendly fire event, it reverses my reversal, and the players get positive points. Neat.
http://spencerelliott.co.uk/forums/index.php/topic,50.0.html
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Re: Points fix for friendly fire [message #425308 is a reply to message #393486] |
Sat, 10 April 2010 10:45 |
TNaismith
Messages: 86 Registered: May 2006 Location: Canada
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So to clarify, if you choose to re-team all players to one side, they can still cause damage to each other (even if friendly fire settings in main server texts are set off?).
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Re: Points fix for friendly fire [message #425501 is a reply to message #425313] |
Mon, 12 April 2010 07:21 |
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Jerad2142
Messages: 3811 Registered: July 2006 Location: USA
Karma: 6
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Instead of changing the players team to neutral, change the player's soldier's team to neutral, player will still be under GDI/Nod, but they will be enemy with everyone and will not suffer from friendly fire issues.
IE just take the soldier and do a:
Commands->Set_Player_Type(SOLDIER,-1);
-1 is team Renegade if I remember correctly (teams aren't the same as the set team command).
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[Updated on: Mon, 12 April 2010 07:26] Report message to a moderator
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Re: Points fix for friendly fire [message #425504 is a reply to message #425501] |
Mon, 12 April 2010 07:33 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
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General (3 Stars) |
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Jerad Gray wrote on Mon, 12 April 2010 10:21 | Instead of changing the players team to neutral, change the player's soldier's team to neutral, player will still be under GDI/Nod, but they will be enemy with everyone and will not suffer from friendly fire issues.
IE just take the soldier and do a:
Commands->Set_Player_Type(SOLDIER,-1);
-1 is team Renegade if I remember correctly (teams aren't the same as the set team command).
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They're putting all players on One side, enabling friendly fire, and then using this plugin to avoid negative points.
I'm not sure if players show up in the AGL with the method you suggested, and I'm also pretty sure they can use the PT's still for their previous teams.
Using the plugin to avoid negative points, and teaming them all to One side ensures that no one is going to running around with character their not supposed to have.
Lets face it, however you do it, it's never going to be exactly perfect. It's all just a case of the least shit method.
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Re: Points fix for friendly fire [message #425507 is a reply to message #425504] |
Mon, 12 April 2010 07:40 |
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Jerad2142
Messages: 3811 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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reborn wrote on Mon, 12 April 2010 08:33 | They're putting all players on One side, enabling friendly fire, and then using this plugin to avoid negative points.
I'm not sure if players show up in the AGL with the method you suggested, and I'm also pretty sure they can use the PT's still for their previous teams.
Using the plugin to avoid negative points, and teaming them all to One side ensures that no one is going to running around with character their not supposed to have.
Lets face it, however you do it, it's never going to be exactly perfect. It's all just a case of the least shit method.
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I don't know, seems that losing points for friendly fire is kind of lame, whereas my way all you'd have to do is put a script zone down by pt's that sets the players type to GDI or Nod. Then sets it back to Renegade when you leave the zone. If your soldier is teamed to renegade when you attempt to access the pt, it will deny you.
In addition you can run over other people with this method. Where as if you team everyone to GDI, you can't squish people to my knowledge.
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[Updated on: Mon, 12 April 2010 07:43] Report message to a moderator
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Re: Points fix for friendly fire [message #425516 is a reply to message #393486] |
Mon, 12 April 2010 10:02 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
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General (3 Stars) |
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losing points for friendly fire isnt possible while using the plugin though, it iterates through and changes the damage and points values.
Your methos would then need them to go through and edit all the maps that little bit more.
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Re: Points fix for friendly fire [message #425517 is a reply to message #393486] |
Mon, 12 April 2010 10:07 |
WNxKenny
Messages: 32 Registered: February 2008
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The plugin returns the points to you in a friendly fire scenario, perfect for All vs all Death match. If you use the Team Renegade and you have 10 people on that team, they don't show up on WOL, which means people won't join a server that looks empty all the time, that is the problem i faced when i first made this thread. Reborns script moves everyone to 1 team and returns the points for friendly fire.
Renegade isn't perfect and the idea of all vs all deathmatch wasn't meant to be for Renegade, so there is always a flaw. Proximity c4 won't work for example, not that it is really needed and i have removed it.
With the second release i had issues with the moving everyone to one team part, the server wouldn't run, i will edit and post the actual problem. For now i am using the first version 1.0 and using the auto team part in one of the files to keep everyone on NOD.
EDIT
Ok, i can't get the 1.1 version to work, well the forcing everyone to one team per map anyway. No matter what i do they end up on the neutral team again. I have played with the values that are in the SSGM file but nothing. I am quite happy having everyone on NOD so i put the value in the SSGM and use points reversal 1.0 and it works fine for me. Just thought i would post to see what i am doing wrong.
[Updated on: Mon, 12 April 2010 10:23] Report message to a moderator
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Re: Points fix for friendly fire [message #425591 is a reply to message #393486] |
Tue, 13 April 2010 06:07 |
WNxKenny
Messages: 32 Registered: February 2008
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Ok
If the teaming in the SSGM is disabled with the -1 value in the SSGM and i put in the value 0 or 1 in the pointsreversal mod for the moving everyone to one team, they still end up on Neutral (Not sure why, maybe i am not putting in the wrong values?).
If i enable teaming in the ssgm and pick nod or gdi and do the same in the points reversal, they all still end up on neutral.
Have i missed anything?
[Updated on: Tue, 13 April 2010 06:11] Report message to a moderator
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Re: Points fix for friendly fire [message #425609 is a reply to message #425599] |
Tue, 13 April 2010 11:26 |
WNxKenny
Messages: 32 Registered: February 2008
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Before i had this mod, i ahd used the SSGM to move everyone to NOD. Now if i disable it and use the 1.1 release, they still are getting moved to neutral for me, hence me playing around with the SSGM part trying to solve it.
On another note, what values am i supposed to be using in the 1.1 release? 0,1,2?
[Updated on: Tue, 13 April 2010 11:34] Report message to a moderator
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Re: Points fix for friendly fire [message #425757 is a reply to message #393486] |
Wed, 14 April 2010 14:39 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
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Version 1.1 takes the format of 0 for Nod and 1 for GDI.
However, I totally forgot that SSGM had this feature in SSGM.ini.
However, if you diasbled it in SSGM.ini by selecting -1, then the plugin should work.
I do not have time to fix it if it doesn't, and to be fair I never would of written it into the plugin if I had remembered SSGM had the exact same feature.
If the plugin version doesn't work, then just use the 1.0 version and the SSGM settings.
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