Good fun with TF2, so why not?
Now I don't know if this hasn't been suggested before, I ain't an active forum reader, so I'll just post it anyway.
I came up with the idea of a Randomizer for PVKII. Yes, this is a stolen idea from whoever was the brilliant mind who made the Randomizer for TF2. Seeing as some people might not know what TF2, or, let alone, randomizer is, I believe a little explaining is in order. If you know what both of these are, feel free to skip this part.
Team Fortress 2, AKA TF2 is a class based team shooter, much like PVKII (and based on the same Source engine), only with guns, developed by Valve. It's distinctive features are 9 unique classes, each vital to the team's success and each with their distinctive weapons, some of which are what you commonly find in shooters, while some are so original, you are bound never to find them anywhere alse. Also the game is distinguished by it's sorta comic book visual style and... well fun gameplay. Believe it, it is VERY fun. If you haven't tried it, I suggest you do.
Now that TF2 part is clear, let me explain the randomizer. Again, if you already know what it is, skip this part. Randomizer is sort of a TF2 mod or a plugin, whatever you call it. It's basics are the same as the game's Arena mode, only with a little twist. Every round each player spawns with a random class and is given random weapons. Taken into account that there are 9 classes and each has 6 possible weapons (exept for Engineer, which hasn't been updated yet, and so far has 3), this makes up for LOTS of possiblilities (do the math if you like) and somewhat of an unpredictable and unrepeatable gameplay.
So, the idea behind all this is both a suggestion and a question. I think the suggestion is quite obvious. How about making this for PVKII as well? I mean think about it. PVKII has a Last Team Standing mode, which would fit perfectly as a base for the mod. So each round every player spawns with a random class (or perhaps even team) and is given random weapons. Think of the possibilities: Skirmishers with Great Swords, Heavy Knights with pistols, Berserkers with Blunderbuss, you name it. Chaos, some might say? Well... yes. Total chaos in fact, which is the whole idea of fun behind the mod. Randomizer makes up for unpredictable and extremely fun (in most cases) gameplay, so it would be a good alternative for those who get fed up by the usual PVKII. No offense towards it, I absolutely LOVE the mod, but let's face it, even very good things get boring after a while.
And now finally- the question part. Seeing as I have no experiance whatsoever in moding and know little to nothing about the Source engine, I ask those who do know. Is such a thing possible? I see no trouble if it was available in one game, but I might of course be mistaken. So if anyone thinks this is possible and is interested in this idea and isn't lazy to spend some time doing it (though I have no idea how hard or time consuming it can be), mabye you could see to realising this idea? Of course if enough people seem interested in this. Dunno, mabye I'll just get flamed. In any case, I await your responses, be they positive or negative.
Comments
What I know is that the class-files have been encrypted, or as we can call it, non-changable. This was due to that certain servers modified the weapon statistics, and made them available for other classes. It wasn't supposed to be that way, and therefore it was changed.
Example:
Back in beta 1.1, when the HK had the Crossbow, it was given to the Vikings to induce balance (if one can call it that) at some points. I only experienced it once though.
What I don't know if's is possible to be done serverside.
What I can tell you though is that you can obtain most, if not all weapons by entering "impulse 101" in your console, after enabling cheats (sv_cheats 1). Ofcourse only on your own created servers
Implementing Randomizer in-game is unlikely though, but as I said; it might be possible as a server project.
As I said however, I can't give you a straight answer unfortunately.
I had no idea you could do that, that's gonna make LANS more interesting
It'd be quite cool if you could pick up the small swords of slain enemies.
The fact that weapon files are encrypted shouldn't matter, unless the PVK2 team specifically linked each weapon to a class in the encrypted weapon files instead of the standard way(which TF2 probably uses)
It'd be quite cool if you could pick up the small swords of slain enemies.
Spam
"npc_create npc_parrot" in the console to make it even more interesting
I have an aristocratic smile and like to punch people
Done with bots, ent_remove_all and ent_create. Spawning a new weapon however makes it respawn in the center of the map at idle chest respawn intervals. I think if you use the give command instead it doesn't do that. So it's possible to make a rough plugin that makes those commands bypass sv_cheats and restricts players from using them, and randomly forcing the give command on players for 1-2 weapons on spawn.
... Is that enough interest yet?
Plugin would just remove all player weapons after they spawn and give them randomly some weapons from each type of weapon. So that you get a balance of choices instead of ending up with a keg, throwing axe, and parrot or something where you are gonna be raped in melee.
Files are encrypted because of some server a looooong time ago would be changing the whole mod for the server so that it isn't a class game anymore. They make all weapons equal, all classes equal, and they removed anything that wasn't a melee weapon. When you don't have tons of servers it makes people who might try to play and chose that server to start that the mod is naturally that way.
I'm wondering if a skirmisher's speed combined with a greatsword would cause massive damage with the momentum modifiers, or if it would be no more than a HK
Tier 1 - Melee weapons.
(1 randomly chosen upon spawn)
Short sword (weapon_archersword)
Axe-sword combo (weapon_axesword)
Berserker Axe (weapon_bigaxe)
Skirmisher Cutlass (weapon_cutlass)
Captain Cutlass (weapon_cutlass2)
Seax Shield (weapon_seaxshield)
Gestir Spear (weapon_spear)
HK's Shield'n'Sword (weapon_swordshield)
Huscarl Axe (weapon_twoaxe)
Claymore (weapon_twosword)
Huskie's Shield'n'Sword (weapon_vikingshield)
Tier 2 - Ranged weapons.
(80% of getting 1 on spawn)
Blunderbuss (weapon_blunderbuss)
Flintlock (weapon_flintlock)
Crossbow (weapon_crossbow)
Longbow (weapon_longbow)
Javelin (weapon_javelin)
Throwing Axes (weapon_throwaxe)
Tier 3 - Special weapons.
(25% of getting 1 on spawn)
Skirmisher's Keg (weapon_powderkeg)
the Parrot (weapon_parrot)
Optionally, maybe also reduce or remove chances of a class getting his own weaponry.
<!--quoteo(post=185712:date=Mar 19 2010, 11:28 PM:name=HEI
Max velocity for Heavy Knight is lower than Skirmisher obviously, but they both deal 100% damage when moving at their top speed (190 for HK, 260 for Skirmisher). In other words, they will deal the same damage percentage when moving at full speed, even though Skirmisher is faster.
Extra momentum damage is dealt when you exceed that limit, like dropping from heights for instance. Maximum momentum damage that can be dealt is an additional 50% (150% total).
Plugin would just remove all player weapons after they spawn and give them randomly some weapons from each type of weapon. So that you get a balance of choices instead of ending up with a keg, throwing axe, and parrot or something where you are gonna be raped in melee.
Files are encrypted because of some server a looooong time ago would be changing the whole mod for the server so that it isn't a class game anymore. They make all weapons equal, all classes equal, and they removed anything that wasn't a melee weapon. When you don't have tons of servers it makes people who might try to play and chose that server to start that the mod is naturally that way.
Yes, this is the man I was going to tell you to ask.
Together with the deathmatch idea of that other guy (forgot his name -.-) this would be amazing!
maybe one day they will bring us this godsent:D
Question for devs out there: do cl_team and cl_class ever get set? Or would you need to keep track of the clients from the changeteam and changeclass events?
Author of PVKII Randomizer
Author of PVKII WeaponsMaster
Writing this as a SourceMod plugin using the TF2 version as a starting point. Almost ready to go. I just need to get some time to give it some solid testing. Random classes will not be supported in the first version, however it should come up shortly. Does anyone know how the models react to being on a different team? Is there any color identification? If not, I'll probably have to figure out a way to slap on a team color-coordinated glow effect so you know who to kill.
By default, characters will spawn with a melee weapon, have a high chance to spawn with a ranged weapon, a low chance for an additional melee weapon, an even lower chance for an additional ranged weapon and an equally low chance to spawn with a special weapon.
There will be a set of cvars to control the behavior of the plugin for server owners.
rnd_enabled - turn the mod on or off
rnd_multi_melee - percent chance to spawn with an additional random melee weapon
rnd_ranged - percent chance to spawn with a ranged weapon
rnd_multi_ranged - percent chance to spawn with an additional random ranged weapon
rnd_special - percent chance to spawn with a random special weapon
rnd_hail_mary - give everyone kegs
rnd_blotoutthesun - give everyone parrots
I need to do some experimenting to see how ammo works and such, but I'm anticipating things will flesh out nicely once the initial release goes out and some feedback comes in.
If time allows, the experimental version will be live on my server this evening for testing. I'll update this thread as it progresses.
Author of PVKII Randomizer
Author of PVKII WeaponsMaster
Busted for now.
Author of PVKII Randomizer
Author of PVKII WeaponsMaster
Here's the 2.3 vtable offsets for anyone else that needs them: http://wiki.alliedmods.net/CPVK2Player_Off...and_Knights_II)
Author of PVKII Randomizer
Author of PVKII WeaponsMaster
Even so, there were about 9 people on earlier enjoying the thorough chaos.
Author of PVKII Randomizer
Author of PVKII WeaponsMaster
Even so, there were about 9 people on earlier enjoying the thorough chaos.
Sounds great! I'll try to stop by and test it out when I get the time, since I really like the idea for this.
Random weapons are working without any issue. Trying to take existing weapons away from players is another matter entirely. It crashes the plugin. So that is disabled right now.
Gathering data for classes when people around around.
Author of PVKII Randomizer
Author of PVKII WeaponsMaster
Author of PVKII Randomizer
Author of PVKII WeaponsMaster