Author Topic: (WM) Arcade Madness  (Read 21892 times)

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Offline Xxypher

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Re: (WM) Arcade Madness
« Reply #60 on: August 18, 2007, 09:36:54 pm »
AWESOME!
That rocks!
And is the server back up?

Offline sai`ke

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Re: (WM) Arcade Madness
« Reply #61 on: August 18, 2007, 09:52:42 pm »
The new version isn't at the moment since I'm going to bed now, but in two days the new version will be up permanently. I will also have v2 online for a while tomorrow but In the meantime it would be nice to think of a concept to get people to join when there are no human players on the server (keeping the first few interested is the hardest). And regular sparring against bots doesn't seem to have much appeal.

Oh and btw, in boomzalot mode and the hunter modes the hunted is set on fire and explodes after being shot for added drama ;D.
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Offline Tosty

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Re: (WM) Arcade Madness
« Reply #62 on: August 18, 2007, 09:59:25 pm »
perhaps you could make a game mode that only works while 2 or less players are on the server:


Heres one:

Explosive chainsaw mode

like 2-4 bots with chainsaws join the game

the chain saws are set so that  when you pull the triger it will make an explosian appere far enough in front of the player that it doesnt hurt him

(here are the stats)
Code: [Select]
[Chainsaw]
Damage=150000
FireInterval=1
Ammo=150
ReloadTime=175
Speed=460
BulletStyle=12
StartUpTime=0
Bink=0
MovementAcc=1



Date Posted: August 18, 2007, 09:57:54 PM
Ps. if you put the blink at like -25 the explosians will be everywhere in front of you



Offline Xxypher

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Re: (WM) Arcade Madness
« Reply #63 on: August 18, 2007, 10:00:14 pm »
7 bots would be too laggy, maybe adding two or 3, seeing as once they see you, they explode.
The bots would need soccoms or some sort of weapon anyway.
Code: [Select]
[Chainsaw]
Damage=150000
FireInterval=1
Ammo=150
ReloadTime=175
Speed=1
BulletStyle=12
StartUpTime=0
Bink=0
MovementAcc=1
The speed was too high for the chainsaw to make you "explode"
And its a suicide weapon mode, thats the main reason for explosive chainsaws lol.

Offline Tosty

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Re: (WM) Arcade Madness
« Reply #64 on: August 18, 2007, 10:44:57 pm »
its no suposta kill you

its just a realy cool weapon



Offline Xxypher

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Re: (WM) Arcade Madness
« Reply #65 on: August 18, 2007, 11:22:47 pm »
Oohhh lol.
Shoot 'em up:
Two bots spawn in the map, shooting a minigun insanely everywhere, and bullets don't collide with land but only with players. "To do this, you need -90 bink"

Offline sai`ke

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Re: (WM) Arcade Madness
« Reply #66 on: August 19, 2007, 08:55:51 pm »
MEET SIR FLAMEZALOT


New Mode:

SIR FLAMEZALOT
A bot is spawned that spawns a ring of fire around him every few seconds and shoots 4 missiles at different intervals. Uses a ruger and is equiped with cluster bombs! Again, five points are awarded to the person that kills the bot. It will take quite some force to take him down considering he has 300% health.

Date Posted: August 19, 2007, 09:48:04 PM
Also, the flying minigun sounds spiffy for a flying nade hell with unlimited flying thingy. I'll try tomorrow whether it works. Also, server online SOON :D
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Offline spkka

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Re: (WM) Arcade Madness
« Reply #67 on: August 20, 2007, 11:53:59 am »
omg, hi all.. i just came back from my 4 day festival and saw my harddisk in my server computer burned or sth..

suxorz but expect it back quickly!

Offline sai`ke

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Re: (WM) Arcade Madness
« Reply #68 on: August 20, 2007, 08:22:33 pm »
Okay, did some playtesting with a lot of ppl and altered balances a bit.

Mr Flamezalot and mr bombzalot were too strong. I now divide the damage they take from hits by two (rather than three) when there are less than 4 players and by three (rather than 5) when there are more. Furthermore, they don't automatically heal and don't have vampirism like the regular soldats anymore (too frustrating). They seem okay now.

There's still an odd bug in the script. Sometimes the server keeps trying to kick player 32 (repeatedly for a long time), while there cannot be a player 32 since the maximum numbers of players is 16. I am also confused where this originates from since I don't have the number 32 anywhere in my code or iterators. I will try to track down where this comes from tomorrow. It doesn't crash the server or cause errors so it's no biggie, it's just annoying because it tries this a lot and it makes big log files... It also makes my debug information harder to read. Perhaps it has something to do with IDToName or something... not sure though.

Other than that, I think the script worked pretty well. No major hiccups. I reckon you either love it or hate it though. At least, on this server, when somebody fires an m79, you'll at least be sure everyone has one ;D.
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Offline ThunderPantz

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Re: (WM) Arcade Madness
« Reply #69 on: August 20, 2007, 10:11:35 pm »
Very interesting.

LET THE BASH PIT LIVE ON.
Smoking doesn't kill people, cancer and tobacco does.

Offline Tosty

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Re: (WM) Arcade Madness
« Reply #70 on: August 22, 2007, 08:45:01 pm »
OK i Got 3:
a very bad day:
Your hp continusly gose down by like .5 hp per sec
Yet you get randome power ups when the round starts

Hells Minnion:
Like 5 bots called Minions join and
The minions hp heals by like 2 hp per sec
If they come in contact w/ u you get set on fire
Then They go BOOOOM!!! when they die

Bounty:
If u kill someone u get bounty points
when a person kills you they get your bounty poinst added to theres
At like 10 BP a bounty hunter bot joins
Kill the Bounty hunter to get an extra 3 BP
The one W/ the most BP at the end wins



Offline sai`ke

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Re: (WM) Arcade Madness
« Reply #71 on: August 26, 2007, 07:53:44 pm »
Very bad day sounds cool. Hells minnion sounds laggy ;D. Bounty sounds like it could be interesting too but it'd be pretty confusing for someone who doesn't know the rules.

Date Posted: August 22, 2007, 11:03:11 PM
Script updated! See first page for updated rules and address.
http://forums.soldat.pl/index.php?topic=15132.0
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Offline ghg

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Re: (WM) Arcade Madness
« Reply #72 on: August 27, 2007, 12:53:30 pm »
Flamezalot doesn't have flames when I spawn him when the server is empty? And who was it that decided to kick him and send out Ninjas instead (I'm pretty sure it wasn't the script itself).
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Offline sai`ke

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Re: (WM) Arcade Madness
« Reply #73 on: August 27, 2007, 01:04:28 pm »
Yes, flames have been disabled due to lag problems. He still has missiles though. And it wasn't me! :O
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Offline ghg

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Re: (WM) Arcade Madness
« Reply #74 on: August 27, 2007, 01:23:53 pm »
Yeah. Flamezalot without flames is kinda sucky.
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Offline spkka

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Re: (WM) Arcade Madness
« Reply #75 on: August 27, 2007, 01:33:41 pm »
Flamezalot doesn't have flames when I spawn him when the server is empty? And who was it that decided to kick him and send out Ninjas instead (I'm pretty sure it wasn't the script itself).

well it could only be me or saike but i didnt do anything aswell. But i think some modes do start when only 1 player is ingame. I'll check logs sai`ke

Offline sai`ke

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Re: (WM) Arcade Madness
« Reply #76 on: August 27, 2007, 07:33:33 pm »
Yeah. Flamezalot without flames is kinda sucky.
The flames weren't adding much in terms of how dangerous he is, especially not considering how much lag they were causing. I'd rather sacrifice some fire effects rather than gameplay. So maybe he just needs to be renamed.
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Offline Tosty

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Re: (WM) Arcade Madness
« Reply #77 on: August 28, 2007, 01:43:44 pm »
Is the server down or somthing?

It wont lt me join?!!1?



Offline spkka

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Re: (WM) Arcade Madness
« Reply #78 on: August 28, 2007, 03:48:06 pm »
Had some trouble with the server but its back online now!
Sorry for the inconvenience those wanted to play.

Greetz Spkka

Offline Mastadi

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Re: (WM) Arcade Madness
« Reply #79 on: August 29, 2007, 04:22:36 pm »
I've got an idea for a new game mode :)

Ranked Mode

It would work like that. Let's say, there are 8 people on the server. You kill the first person, you get 8 points, you kill second person, 7 points etc.