I can't code or anything, but I do have an idea. Instead of balancing all of the classes, you change classes along with the weapons themselves. For instance, a Man-At-Arms with a crossbow would be different than an Archer with a crossbow.
Here's what it would be like if you included all the 3.0 weapons and classes, making a nice total of 25; you'll start off with weaker melee weapons, move on to ranged weapons, get into the slower melee weapons, and end up with the more challenging weapons. It should also be noted that I put them in the order of Pirates, Vikings, and then Knights to reflect the name of the game itself.
I've been keeping an eye on this thread for a while.. if you're still interested in progressing these ideas let me know I've got a server running I'd give you full access to test on
Tried to get working on this again today but cannot get a PVKII server to work correctly any more. Did a complete reinstall of srcds through hldsupdatetool. The server runs up and is visible in the server browser but it is impossible to connect to it.
Well, I saw your server in the list and quite a few people played on it. I tried to add you on Steam, but got no response. I wasn't able to contact you ingame either.
Killing any enemy with a shield charge special and then getting switched to blunder buss resulted in my character continuously charging into a wall with the blunderbuss.
Knight shield breaking resulted in being stuck with block up and a 0% shield
I meant to have a new build on the server last night... but I may have gotten distracted by some code refactoring.
Todo list:
Fix for weapon specials persisting through weapon change (i.e. spear/shield charges) - Question into devs on this
Support configuration through key-value pairs (including sound customizations)
Overhaul leaderboard calculation and display
Fun sparkly effects on players with killing spree (so they're more obvious)
FreezeFrame at the end of the game
Override game mode events so that players can reach the last level
Override game mode events that gameplay is more fluid
Just tried this today for the first time. Needless to say, I'm blown away by how awesome it is. It will be even more awesome when we add an official FFA DM mode for the LTS maps and a few others.
Heiand truly did she know the name of the KongSenior
Just tried this today for the first time. Needless to say, I'm blown away by how awesome it is. It will be even more awesome when we add an official FFA DM mode for the LTS maps and a few others.
Glad you enjoyed it. I had tried to create my own team DM type of scenario by hooking and eating game events, but the game seemed quite satisfied ignoring me and going on its merry way. In its current state, tw really is the best game mode with the quick respawns. I may just need to destroy the trinket entity every time it spawns so no one gets an advantage.
Everything you need is up on https://github.com/m...i-weaponsmaster including the sound files. Next update will move a lot of the configuration to an external file rather than cvars with customization available on a global or per map basis.
My server is using all default cvar values for the plugin. For the actual game mode cvars in PVKII, I highly recommend ridiculously big numbers to ensure players get to finish the game of WeaponsMaster.
I've been running this today on my server Lighthouse and people like it. It crashed my server in pvk_arena_beta1 but in other dm maps it's worked fine.
You mentioned something about separate configs. Would be nice if the plugin would set mp_timelimit to 0 and use own mapcycle to change maps.
Now just waiting for the new version
KOKORONOKAWARIFunny Little Japanese Drawing PersonSenior
edited February 2012
Alrighty tried it out again on the SBP server and had a blast haha
Some things I should mention~
* Someone who killed themselves via falling while my parrot is chasing after them gives me the parrot back but I can't release it.
* I may have done something wrong but killstolevel, which I set to 3 at the time, was still leveling me up every 1 kill.
* Punching should count for the Parrot/Hook kill I think, especially since it does less damage than those.
* LTS resets the levels each normal round (not gungame round) but not in TE. As in it would be nice if the levels were kept each LTS round.
It would be nice if the round could restart after it ends or be configurable for the server to do so (mp_restartound 1) and reset the levels for it.
Haven't tested the whole killing with shield special yet =x
* Someone who killed themselves via falling while my parrot is chasing after them gives me the parrot back but I can't release it.
* I may have done something wrong but killstolevel, which I set to 3 at the time, was still leveling me up every 1 kill.
* Punching should count for the Parrot/Hook kill I think, especially since it does less damage than those.
* LTS resets the levels each normal round (not gungame round) but not in TE. As in it would be nice if the levels were kept each LTS round.
* It would be nice if the round could restart after it ends or be configurable for the server to do so (mp_restartound 1) and reset the levels for it.
1. Very interesting. When you get credit for the falling death, it should give you fresh ammo in your primary ammo slot. Looks like I need to do some parrot testing in general.
2. Good catch. The cvar is created with "max" set to 1.0. That will be fixed in another build.
3. Do you know the actual weapon name for the punch? It's not giving you credit since apparently I missed that weapon name.
4. Are you saying the LTS map reset causes a reset of the player weapon levels? Maybe I don't understand which round you're talking about. I've played through the entire WeaponsMaster on LTS maps.
5. Does mp_restartround work in PVK? I haven't had any luck when testing with it. That's a neat idea.
Comments
If anyone wants to contribute, feel free to fork!
Author of PVKII Randomizer
Author of PVKII WeaponsMaster
Here's what it would be like if you included all the 3.0 weapons and classes, making a nice total of 25; you'll start off with weaker melee weapons, move on to ranged weapons, get into the slower melee weapons, and end up with the more challenging weapons. It should also be noted that I put them in the order of Pirates, Vikings, and then Knights to reflect the name of the game itself.
Oh, and sorry if necrobumpin' is not allowed.
01. Cutlass (skirmy)
02. 2H Axe (husky)
03. Longbow (archer)
04. Flintlock (skirmy)
05. Langseax + Shield (gestir)
06. Crossbow (mar)
07. Long Rifle (shooter)
08. Javelin (gestir)
09. Sword + Shield (heavy)
10. Artisan's Flintlock (shooter)
11. Sword + Shield (husky)
12. Crossbow (archer)
13. Cap'n's Cutlass (captain)
14. Lawnmower (zerker)
15. Halberd (mar)
16. Letter Opener (shooter)
17. Spear (gestir)
18. Mace + Buckler (mar)
19. Blunderbuss (captain)
20. 2H Bearded Axe (zerker)
21. Greatsword (heavy)
22. Powder Keg (skirmy)
23. Throwing Axe (husky)
24. Butterknife (archer)
25. Hook + Parrot (captain)
/overkill
I don't have a server to test changes with anymore, but I have been kicking around some concepts for this mod.
Author of PVKII Randomizer
Author of PVKII WeaponsMaster
Author of PVKII Randomizer
Author of PVKII WeaponsMaster
I'll try troubleshooting a bit longer.
Author of PVKII Randomizer
Author of PVKII WeaponsMaster
Author of PVKII Randomizer
Author of PVKII WeaponsMaster
Killing any enemy with a shield charge special and then getting switched to blunder buss resulted in my character continuously charging into a wall with the blunderbuss.
Knight shield breaking resulted in being stuck with block up and a 0% shield
Todo list:
Fix for weapon specials persisting through weapon change (i.e. spear/shield charges) - Question into devs on this
Support configuration through key-value pairs (including sound customizations)
Overhaul leaderboard calculation and display
Fun sparkly effects on players with killing spree (so they're more obvious)
FreezeFrame at the end of the game
Override game mode events so that players can reach the last level
Override game mode events that gameplay is more fluid
Author of PVKII Randomizer
Author of PVKII WeaponsMaster
http://steamcommunit...m/groups/aclans Join and be pro today!
"I like axes"
--kokoronokawari
loli loli loli loli loli loli loli loli
It sounds like either the weapon object itself has a method for turning off the effect, or I can just reset the correct player properties.
Author of PVKII Randomizer
Author of PVKII WeaponsMaster
http://steamcommunit...m/groups/aclans Join and be pro today!
"I like axes"
--kokoronokawari
loli loli loli loli loli loli loli loli
Author of PVKII Randomizer
Author of PVKII WeaponsMaster
Glad you enjoyed it. I had tried to create my own team DM type of scenario by hooking and eating game events, but the game seemed quite satisfied ignoring me and going on its merry way. In its current state, tw really is the best game mode with the quick respawns. I may just need to destroy the trinket entity every time it spawns so no one gets an advantage.
Author of PVKII Randomizer
Author of PVKII WeaponsMaster
Also, I'm fairly certain custom maps can be made with no game mode assigned and will act like a makeshift DM.
That still puts people in teams
http://steamcommunit...m/groups/aclans Join and be pro today!
"I like axes"
--kokoronokawari
loli loli loli loli loli loli loli loli
WeaponsMaster.smx
weaponsmaster.cfg.txt
Sounds, if you want them, need to go in /pvkii/sounds/weaponsmaster/. These are currently not configurable, but you could always reuse the file name.
Gain Level: /pvkii/sounds/weaponsmaster/smb3_powerup.wav
Lose Level: /pvkii/sounds/weaponsmaster/smb3_powerdown.wav
Welcome/Intro: /pvkii/sounds/weaponsmaster/welcome2.mp3 (My own pirate impersonation)
Killing Spree: /pvkii/sounds/weaponsmaster/smb_star.mp3
My server is using all default cvar values for the plugin. For the actual game mode cvars in PVKII, I highly recommend ridiculously big numbers to ensure players get to finish the game of WeaponsMaster.
Author of PVKII Randomizer
Author of PVKII WeaponsMaster
Author of PVKII Randomizer
Author of PVKII WeaponsMaster
http://steamcommunit...m/groups/aclans Join and be pro today!
"I like axes"
--kokoronokawari
loli loli loli loli loli loli loli loli
Thanks for releasing to the public
You mentioned something about separate configs. Would be nice if the plugin would set mp_timelimit to 0 and use own mapcycle to change maps.
Now just waiting for the new version
Some things I should mention~
* Someone who killed themselves via falling while my parrot is chasing after them gives me the parrot back but I can't release it.
* I may have done something wrong but killstolevel, which I set to 3 at the time, was still leveling me up every 1 kill.
* Punching should count for the Parrot/Hook kill I think, especially since it does less damage than those.
* LTS resets the levels each normal round (not gungame round) but not in TE. As in it would be nice if the levels were kept each LTS round.
It would be nice if the round could restart after it ends or be configurable for the server to do so (mp_restartound 1) and reset the levels for it.
Haven't tested the whole killing with shield special yet =x
Certainly made float more interesting lol XD
http://steamcommunit...m/groups/aclans Join and be pro today!
"I like axes"
--kokoronokawari
loli loli loli loli loli loli loli loli
1. Very interesting. When you get credit for the falling death, it should give you fresh ammo in your primary ammo slot. Looks like I need to do some parrot testing in general.
2. Good catch. The cvar is created with "max" set to 1.0. That will be fixed in another build.
3. Do you know the actual weapon name for the punch? It's not giving you credit since apparently I missed that weapon name.
4. Are you saying the LTS map reset causes a reset of the player weapon levels? Maybe I don't understand which round you're talking about. I've played through the entire WeaponsMaster on LTS maps.
5. Does mp_restartround work in PVK? I haven't had any luck when testing with it. That's a neat idea.
Author of PVKII Randomizer
Author of PVKII WeaponsMaster