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Spawnkilling Prevention

Posted: Sun May 16, 2010 4:45 pm
by clarahobbs
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.

Re: Spawnkilling Prevention

Posted: Sun May 16, 2010 6:31 pm
by Bambino
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.

Re: Spawnkilling Prevention

Posted: Sun May 16, 2010 9:01 pm
by Cobra_Fast
maybe not make them invincible but zoned (like PZ after you drove through a tele).

Re: Spawnkilling Prevention

Posted: Sun May 16, 2010 9:53 pm
by Spazzy McGee
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.

Re: Spawnkilling Prevention

Posted: Sun May 16, 2010 11:19 pm
by darkid
uhh maybe some SH flags? or a flagreset?

Re: Spawnkilling Prevention

Posted: Mon May 17, 2010 1:46 am
by Bambino
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 ;)

Re: Spawnkilling Prevention

Posted: Mon May 17, 2010 6:39 am
by tobylane
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.

Re: Spawnkilling Prevention

Posted: Mon May 17, 2010 12:04 pm
by blast
It's not a plugin. It's a feature of bzfs. It is the "freeCtfSpawns" option that goes in the world BZW object.

Re: Spawnkilling Prevention

Posted: Mon May 17, 2010 4:14 pm
by clarahobbs
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.

Re: Spawnkilling Prevention

Posted: Mon May 17, 2010 8:00 pm
by tobylane
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.

Re: Spawnkilling Prevention

Posted: Mon May 17, 2010 11:52 pm
by darkid
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")