[game mode] Smashoff
Posted: Sun Oct 20, 2013 12:53 pm
so i was finaly able to create a stable version of a script that i have been working on for quite some time
in smashoff, the damage you inflict gets replaced by knockback,
the more damage you would normaly deal, the farther your enemy will be thrown back
your goal is obviously trying to knock your enemy out of the stage/platform
you can bounce from walls when you are thrown against them, but holing yourself up thinking you are safe will not help you :3
meaning you have to think about from what angle you hit the enemy so he will fall off the map instead of the damage you would deal
whenever you die from fall damage, the person who shot you last will receive the point as it counts as his kill
this may give some mappers new inspiration since they have to create stages in the sky
using this script efficiently requires to change weapon stats via other scripts since the knockback strenght is being calculated with damage (for exampe: a shotgun will barely push someone back while the smg owns everything with normal weapon stats)
for testing purposes i added a command which helps you adjust the overall knockback strength
- /knockbackvalue <value> (/kbv works as well)
it is too difficult for me to explain exactly what the value does right now, but the lower the value, the stronger the knockback
(so setting it to 20 will feel like a fly is attacking you while setting it to 1 may crash you out of the map)
i recommend setting it between 5 and 15
everything is still work in progress since i am not realy good at transposing my ideas to a script, therefore i would like to ask somebody else here if he can fix/improve some issues which still exist:
- teleporting the enemy along his trajectory is not realy a fluent animation
- the intel will not be reset once somebody drops it on the ground fixed by IamYourFriend
- there will be a shitload of errors once somebody disconnects right after he has been hit
- fall damage is being calculated with z-velocity , therefore i was not able to create an effective knockback when somebody is
getting hit from above/below
- (rather rare but still an eyesore:) client may crash (according to others) happens only when one would leave the map boundaries when the knockback strenth is set too high
- i would like to put the enemies HP into the knockback equation, making it similiar to the smashbros series but it does not seem possible since you need to adjust weapon stats in several ways
the code may look like it contains a lot of unnecessary stuff, but i assure you it wont work when you simply assign a velocity
...aw man when i look at this text i feel like i have written it like a 4th grader
in smashoff, the damage you inflict gets replaced by knockback,
the more damage you would normaly deal, the farther your enemy will be thrown back
your goal is obviously trying to knock your enemy out of the stage/platform
you can bounce from walls when you are thrown against them, but holing yourself up thinking you are safe will not help you :3
meaning you have to think about from what angle you hit the enemy so he will fall off the map instead of the damage you would deal
whenever you die from fall damage, the person who shot you last will receive the point as it counts as his kill
this may give some mappers new inspiration since they have to create stages in the sky
using this script efficiently requires to change weapon stats via other scripts since the knockback strenght is being calculated with damage (for exampe: a shotgun will barely push someone back while the smg owns everything with normal weapon stats)
for testing purposes i added a command which helps you adjust the overall knockback strength
- /knockbackvalue <value> (/kbv works as well)
it is too difficult for me to explain exactly what the value does right now, but the lower the value, the stronger the knockback
(so setting it to 20 will feel like a fly is attacking you while setting it to 1 may crash you out of the map)
i recommend setting it between 5 and 15
everything is still work in progress since i am not realy good at transposing my ideas to a script, therefore i would like to ask somebody else here if he can fix/improve some issues which still exist:
- teleporting the enemy along his trajectory is not realy a fluent animation
- the intel will not be reset once somebody drops it on the ground fixed by IamYourFriend
- there will be a shitload of errors once somebody disconnects right after he has been hit
- fall damage is being calculated with z-velocity , therefore i was not able to create an effective knockback when somebody is
getting hit from above/below
- (rather rare but still an eyesore:) client may crash (according to others) happens only when one would leave the map boundaries when the knockback strenth is set too high
- i would like to put the enemies HP into the knockback equation, making it similiar to the smashbros series but it does not seem possible since you need to adjust weapon stats in several ways
the code may look like it contains a lot of unnecessary stuff, but i assure you it wont work when you simply assign a velocity
...aw man when i look at this text i feel like i have written it like a 4th grader