In a few scenarios with Lava you should change one thing.
When the player was shot and fell into lava, he died but the shooter didn't get a point.
And in Scorched Gardens works like in upper example. Because of that the match lasts very long.
When the player was shot and fell into lava, he died but the shooter didn't get a point.
And in Scorched Gardens works like in upper example. Because of that the match lasts very long.
That's true, but implementing the correct kill tracing there is far from trivial.
Not if you say that when you die through lava simply the last player who damaged you gets the point. I did it that way in CR in Balance, for example
That is only part of the problem in scorched gardens. The other is which player last controlled the damaging object!
What about not changing the controller of an object when it is currently controlled by another Clonk? (But still change the velocity of course).
Then the player who controlled the object first would always get the kill (assuming that is the attacker most of the times) - and if he stops controlling the object, another player could get control of course
Then the player who controlled the object first would always get the kill (assuming that is the attacker most of the times) - and if he stops controlling the object, another player could get control of course
Controlling is not an action with a duration, its an event. You can either change that (set a property in all teleglove-controlled objects or add an effect), or store at least two controllers (from two different teams). It's still not a trivial fix.
var effect = GetEffect("NoControllerChangeInt", obj);
if(!effect) {target->SetController(GetController()); effect = AddEffect("NoCOntrollerChangeInt", target, 2, 1, nil, GetID()); effect.cooldown = 6;}
else if(target->GetController() == GetController()) effect.cooldown = 6;
target->SetSpeed(x, y);
..
func FxNoControllerChangeIntTimer(_, effect){effect.cooldown -= 2; if(effect.cooldown <= 0) return -1; return 1;}
Should work :)
On a related note:
I suggest changing Scorched Gardens to LMS instead of Melee.
This video lasts 35minutes with around 40 deaths and 5 kills...
I suggest changing Scorched Gardens to LMS instead of Melee.
This video lasts 35minutes with around 40 deaths and 5 kills...
I will maybe give the kill tracing there one last try and otherwise indeed!
You work is very much appreciated.
Since I had a long working progress with kill tracing in Clonk Rage (and I based my work on Sven2s scripts, who had worked an eternity on it), I would love to see good tracing as a game standard (being the same for every scenario).
If fellow scripters wouldn't have to worry about it anymore, that would be a huge accomplishment. It also always frustrated players in game.
Since I had a long working progress with kill tracing in Clonk Rage (and I based my work on Sven2s scripts, who had worked an eternity on it), I would love to see good tracing as a game standard (being the same for every scenario).
If fellow scripters wouldn't have to worry about it anymore, that would be a huge accomplishment. It also always frustrated players in game.
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