Spawnkilling Prevention

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clarahobbs
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Spawnkilling Prevention

Post by clarahobbs » Sun May 16, 2010 4:45 pm

After playing on Castle Warfare for a while, I got really annoyed by spawnkillers. Even though that map's rules forbid spawnkilling, people do it all the time. So I got an idea. There could be a variable called something like _capInvincibility, which is the amount of time (in milliseconds) that players are invincible after their flag was captured. So if it's 5000, players would have five seconds of safety after a cap. It should probably have a default value of 0, so normally servers will behave the same as they do now. There could also be an option to not let players shoot while they're invincible, to make things a bit more fair to the ones that capped.
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Bambino
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Re: Spawnkilling Prevention

Post by Bambino » Sun May 16, 2010 6:31 pm

Make the map better to prevent spawnkilling.

I like the idea though. Would be useful on those kinds of maps.

Castle Warfare doesn't like excessive spawnkilling.
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Cobra_Fast
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Re: Spawnkilling Prevention

Post by Cobra_Fast » Sun May 16, 2010 9:01 pm

maybe not make them invincible but zoned (like PZ after you drove through a tele).

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Re: Spawnkilling Prevention

Post by Spazzy McGee » Sun May 16, 2010 9:53 pm

Cobra_Fast wrote:maybe not make them invincible but zoned (like PZ after you drove through a tele).
That wouldn't be great spawn-kill prevention, as most use SW to take out the whole base - and SW can kill zoned tanks.
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Re: Spawnkilling Prevention

Post by darkid » Sun May 16, 2010 11:19 pm

uhh maybe some SH flags? or a flagreset?
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Bambino
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Re: Spawnkilling Prevention

Post by Bambino » Mon May 17, 2010 1:46 am

You could use the flagOnSpawn plugin to give people any flag on cap and use the flagStay plugin to take it once they leave the defined zone ;)
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tobylane
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Re: Spawnkilling Prevention

Post by tobylane » Mon May 17, 2010 6:39 am

There is a plugin to force people to spawn normally, not on the team base. This does generally work, depending on the map, not Castle Warfare.

Maybe this could be included in BZ? And put back on Missile Wars.. why did it ever go.

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blast
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Re: Spawnkilling Prevention

Post by blast » Mon May 17, 2010 12:04 pm

It's not a plugin. It's a feature of bzfs. It is the "freeCtfSpawns" option that goes in the world BZW object.
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clarahobbs
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Re: Spawnkilling Prevention

Post by clarahobbs » Mon May 17, 2010 4:14 pm

Interesting. I was not aware of that world option. But still, that doesn't prevent people from spawnkilling with SW, or anything else really.

Using flagOnSpawn and flagStay would work about the same, but then you'd just have to fire two L/SW/yourfavoriteflaghere shots instead of one.
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Re: Spawnkilling Prevention

Post by tobylane » Mon May 17, 2010 8:00 pm

True, it just means people don't spawn in one area. If the fashion becomes for the spawn area to be as large as the safe area and that is reasonably sized then it will become hard to do it on as large a scale as MW2 has often.

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Re: Spawnkilling Prevention

Post by darkid » Mon May 17, 2010 11:52 pm

here's an idea:
FreeCtfSpawns... anywhere in base
FlagOnSpawn... SH flag
FlagZones... no SH flags outside of base

any problems?
- ok so sw can still spawnkill, but with 2 shots. Still, it's a sl of 3, so only 1 attempt there.
- if you spawned on the base, continued base shots could kill
- Lasers, however, won't get you. Unless there are two of them.
- Teamkilling becomes harder too, 2 shots to kill (inside of base)
- Also makes capping harder, as players inside their own base are twice as strong (in terms of "lives")
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