This would be a FFA type game play but when a tank dies it is out and can't respawn .
Here is how it could / should be done
Tank 1 joins
Tank 2 joins
Tank 3 joins
sever host set time for join time
match starts
Tank 1 dies
sever writes that tank 1 is dead and cant respawn
Tank 4 joins sever checks list and says that the tank can't spawn because a match is started
Tank 2 dies
sever writes that tank 2 is dead and cant respawn
Match is over Tank 1 wins and the file that the sever is cleared and it starts over or ends the sever (sever host setting)
what do you think?
Last tank standing
- Quantum Tank
- Private First Class
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This would be interesting, but think about it from the players' point of view. Would you really want to just sit around and wait for everyone else to die (which could take quite a long time if there are very experienced players there)? Probably not. So this would most likely not be as good for a public server, and better for a league or something like that. Still, good idea.
- ducatiwannabe
- Private First Class
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If y'all have ever played Dodgeball 3.0 by Win XP / Winny, it's kind of similar to this. If a player is shot they are moved to a "containment" area where they can watch the fight. The tanks respawn after all the members of one team have died. Really, the only difference between this plugin+map and your idea is that in Dodgeball, if you shoot somebody while in your contained area, you can respawn that way too. Neat idea, though I think Quantum Tank is right. Even in Dodgeball players have a chance to get back in without having to wait too long.
- Spazzy McGee
- Sergeant Major
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Aternatively, have two maps is parallel, or the main map and a holding area (much like Winny's dodgeball, but with a greater play space). You die on one, you get sent to the other. The 'dead' tanks can then have free for all fun whilst waiting for a new match to start - when scores will be reset and everybody dies/respawns on the main match map.
"Life is what happens to you while you're busy making other plans." - John Lennon
Or, instead of differentiating between the "main" and "play" maps, just use two play areas. Once the match is finished, restart it again in the other area (since everyone is already there). It would be less intrusive- all you'd need is a flag reset, instead of killing everyone. Plus, you could rotate the matches between two (or more?) sub-maps, if desired.
Optimism is just a milder alternative to denial.
- optic delusion
- Special Forces
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From what I've heard.. Dodgeball was hard to code in 2.0.x. They had to patch bzfs specifically for the map and plugin. And it still took a couple weeks to work out all the bugs. It's a miracle it worked at all.
The same can be said for the progressive flag plugin that I use at MoFoPro:4050. It sort-of works, but it's still needed a major work-around built into it, because we could not take one flag and immediatly give you a new one. Sometimes flags still get lost.
It's like Jeff said, this kind of thing will be trivial when 3.0 finally rolls around, and it will have a higher probability of _actuallyWorking.
When 3.0 does arrive, It won't seem all that different from 2.0.x. It will take awhile for the server owners and mappers to get together and do the things they have wanted to do, but couldn't because of limitations in 2.0.x.
Be Patient.
The same can be said for the progressive flag plugin that I use at MoFoPro:4050. It sort-of works, but it's still needed a major work-around built into it, because we could not take one flag and immediatly give you a new one. Sometimes flags still get lost.
It's like Jeff said, this kind of thing will be trivial when 3.0 finally rolls around, and it will have a higher probability of _actuallyWorking.
When 3.0 does arrive, It won't seem all that different from 2.0.x. It will take awhile for the server owners and mappers to get together and do the things they have wanted to do, but couldn't because of limitations in 2.0.x.
Be Patient.
Take a look at my Defender game mode concept.
Thinking is not an automatic process. A man can choose to think or to let his mind stagnate, or he can choose actively to turn against his intelligence, to evade his knowledge, to subvert his reason. If he refuses to think, he courts disaster: he cannot with impunity reject his means of perceiving reality.
Thinking is not an automatic process. A man can choose to think or to let his mind stagnate, or he can choose actively to turn against his intelligence, to evade his knowledge, to subvert his reason. If he refuses to think, he courts disaster: he cannot with impunity reject his means of perceiving reality.