Author Topic: KnifeMod v1.2  (Read 3684 times)

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DarkCrusade

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KnifeMod v1.2
« on: April 15, 2010, 11:50:51 am »
Script Name: Knife Mod v1.2
Script Description 5 classes. Instant fun. No accounts.
Author: DarkCrusade
Compile Test: Passed
Core Version: 2.6.5
Hosted by: Soldat Central - http://soldatcentral.com/

Full Description:
Knife Mod v1.2- by DarkCrusade

This is my first script I ever finished. Every player is able to choose his favourite class and play. Currently there are 5 different classes that you can choose from.

Crusher: He gets one knife every 8 seconds. He deals more damage than other classes and gets less. And when he kills someone he drops bombs on nearby foes.
Alchemist: He gets one knife every 7 seconds. When he kills someone he gets full health and one grenade in addition. Also he uses special explosive substances that impact with a chance of 50% when hitting an enemy.
Ninja: This is a tricky class. The Ninja gets one knife every 7 seconds. For killing and scoring he gets power (limit=6), when he reaches the limit he´s able to get invisible for 25 seconds.
Thief: The Thief gets one knife every 9 seconds. He carrys 3 additional knives with him that he´s able to pull out as soon as his hands are free again. He gets knives back when scoring for his team or killing enemies.
Engineer: He gets one knife every 7 seconds. For every kill he gets power and once he reached 10 power units he gets a special gun that fires knives! The guns range is bigger than a normal knife throw and you shoot 3 knives at once that spread a little bit to cover more room.

_________________________________________________ ___

To run this script you need to put Includes.txt and KnifeServer.pas into a folder in the scripts folder of your dedicated server. AntiCheatKick must be disabled or the special gun of the Engineer will kick and ban the player.

Credits: To Swompie for his DropBombsInRange procedure I used :)
If you have any suggestions or thoughts for the script and the balancing contact me:

MSN: metzze@hotmail.de




(Size 4.17 KB)
- http://soldatcentral.com/index.php?page=script&f=182 -


** Script hosted by Soldat Central! Please visit the author's script page and Rate this script **

ChangeLog -------------------------------------------------

v1.2:

- better performance and lighter
- minor textbugs fixed
- removed !rules command since it´s pointless
- changed !classes text

v1.15: (not released)

- fixed a minor text bug
- script displays every 20s text that helps players getting into the game

v1.11:

- fixed a minor text bug
- script displays every 20s text that helps players getting into the game

v1.1:

- names changed (Berserker = Crusher, Mage = Alchemist)
- one big loop instead of many tiny loops now
- increased bombing range for the Crusher
- exploding knives for the Alchemist
- the Ninja gets predator for 6 power (+2/score)
- the Engineer gets additional power by scoring (+2)
- Thief got major changes (no knife/kill, but gets 3 knives backhand.
  2 kills/1 knife backhand. 1 score/1 knife backhand.

v1.0:

- !help !classes + classcommands !rules !contact
- 5 classes (Berserker, Mage, Thief, Ninja, Engineer)

« Last Edit: April 17, 2010, 05:19:46 am by DarkCrusade »

Offline Gizd

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Re: KnifeMod v1.0 - first version released
« Reply #1 on: April 15, 2010, 12:32:23 pm »
Unwritten rule #some: Don't release your first scripts(or if you like when people laugh at you...).

DarkCrusade

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Re: KnifeMod v1.0 - first version released
« Reply #2 on: April 15, 2010, 12:37:39 pm »
This script is hosted by BoneCrusher at one of his servers:

Join the fun: 78.46.47.198:23073

Offline Swompie

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Re: KnifeMod v1.0 - first version released
« Reply #3 on: April 15, 2010, 12:40:51 pm »
Code: [Select]
Sleep(120);Big NO! Server definetly doesn't like Sleep();
Anyway these 120ms won't change much..

And instead of making 160 loops you could simply do one 32 loop :[
Code: (pascal) [Select]
        for DC := 1 to 32 do
          if GetPlayerStat(DC, 'Active') = true then begin
            if GetPlayerStat(DC, 'Alive') = true then begin
              case Klasse[DC] of
                'Berserker': if Ticks mod (60 * 8) = 0 then
                  ForceWeapon(DC, 14, 255, 0);
                'Mage': if Ticks mod (60 * 7) = 0 then
                  ForceWeapon(DC, 14, 255, 0);
                'Thief': if Ticks mod (60 * 9) = 0 then
                  ForceWeapon(DC, 14, 255, 0);
                'Ninja': if Ticks mod (60 * 7) = 0 then
                  ForceWeapon(DC, 14, 255, 0);
                'Engineer': if Ticks mod (60 * 7) = 0 then
                  ForceWeapon(DC, 14, 255, 0);
              end;
            end;
          end;

Anyway Gl with this. You still can improve it :D
And I can haz credits for DropBombsInRange()? Would be nice imo.

Edit
Why can we use weapons on the server..?
« Last Edit: April 15, 2010, 12:43:51 pm by Swompie »

DarkCrusade

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Re: KnifeMod v1.0 - first version released
« Reply #4 on: April 15, 2010, 12:42:42 pm »
Credits added, and thanks for your advice. Next version will be out at the weekend I guess.

Offline Mercury92

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Re: KnifeMod v1.0 - first version released
« Reply #5 on: April 15, 2010, 01:14:42 pm »
Yeah take all weapons out.
[saw]  on 1.5.1

Offline Bonecrusher

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Re: KnifeMod v1.0 - first version released
« Reply #6 on: April 15, 2010, 01:20:59 pm »
Gah I forgot to disable weapons - fixed

Im chill like that

Offline Swompie

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Re: KnifeMod v1.0 - first version released
« Reply #7 on: April 15, 2010, 02:11:59 pm »
Thx for the credits DC ^^
Hopefully ppl will play there so I can test it tommorrow.

DarkCrusade

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Re: KnifeMod v1.0 - first version released
« Reply #8 on: April 15, 2010, 02:15:53 pm »
I will be playing, hopefully with you :)

Offline mich1103

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Re: KnifeMod v1.0 - first version released
« Reply #9 on: April 15, 2010, 03:25:09 pm »
Nice ,I love your script ^^

Offline L[0ne]R

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Re: KnifeMod v1.0 - first version released
« Reply #10 on: April 15, 2010, 04:24:57 pm »
Played a few rounds, tried out all classes. Comments:
Right now this script is a little buggy and not very balanced, but it has good potential.
Overall I had fun on that server, but it felt like it could be much more fun. Right now classes don't give you much of an advantage, so it still feels like a plain non-modded knife-only server.

* Bugs:
Engineer and mage don't receive nades and clusters when they kill someone.

* Balance problems (IMHO):
- Mage's "recover health on kill" ability is kinda pointless. Knife usually kills with one hit so you're either alive or dead. In both cases you obviously don't need heal.

- Berserker's "chain reaction" has horribly short range (or at least so it seems to me). In order for nearby players to be damaged by chain reaction - they all have to be VERY VERY close to each other, which even complete noobs don't normally do.

- Thief's "steal knife" is kind of pointless too, because there are many other ways to get a knife (wait for it to respawn, pick up from the ground). Either way, it doesn't seem like much of an advantage getting an extra knife, especially AFTER you've already dealt with an enemy.

- Ninja's "pred on cap" should be easier to get. It will discourage ninjas from passing flags to their teammates. Why not make this ability work similar to engineer's gun? Or make ninjas automatically turn pred after 3 kills without dying? Or 10 kills if ninja died.


* Other suggestions:
- Name "Berserker" doesn't quite suit someone who messes with explosions and cluster grenades. How about "Demoman" or "Alchemist"?

- Engineer's "gun" doesn't quite fit the style of knife-only server. How about a knife-shooting LAW? A gun that would shoot a little faster and farther than throwing a knife, but would have limited ammo and you could only fire it from the ground?

-----------

Here are my thoughs about how classes should be:
~ Berserker (attacker with focus on damage).
Focuses on dealing lots of damage and taking less damage himself.
Chain reaction ability with higher range.

~ Thief (attacker with focus on ammo).
Can hold up to 3 knives and starts with 3 knives.
Pressing "switch weapons" has a chance of disarming a nearby enemy.

~ Ninja (duelist, alt-router, lonewolf)
Focuses on stealth and 1vs1.
Able to turn invisible for a short time (15s?) after 5 kills.
Able to deflect knives by using knife's melee-attack.
Does a little less damage with knives.

~ Mage --> Alchemist? (support, indirect attack)
Focuses on ground attacks (knives that explode when they hit a polygon?). Attacks that damage with shockwaves, not with direct hit.
Does less damage with direct hit with a knife.



To me it seems that this way each class has a very distinctive advantage and really useful skills.
« Last Edit: April 15, 2010, 04:28:00 pm by L[0ne]R »


L[one]R, INF veteran
maps - remakes: inf_Warehouse ; inf_Fortress ; inf_(Sun)Rise ; inf_Outpost ; inf_Abel ; inf_Moonshine

Offline Gizd

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Re: KnifeMod v1.0 - first version released
« Reply #11 on: April 15, 2010, 04:46:30 pm »
...
Able to turn invisible for a short time (15s?) after 5 kills.
Able to deflect knives by using knife's melee-attack.
...
(knives that explode when they hit a polygon?)
...
Those aren't really possible. Your ideas are good though.

Offline L[0ne]R

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Re: KnifeMod v1.0 - first version released
« Reply #12 on: April 15, 2010, 05:06:31 pm »
...
1 - Able to turn invisible for a short time (15s?) after 5 kills.
2 - Able to deflect knives by using knife's melee-attack.
3 - (knives that explode when they hit a polygon?)
1 - Really? I don't know much about script core, but I know you can count each kill and then if a counter reaches a certain number - you can give player a predmode. And as far as I remember, changing duration time of predmode is possible too.

2 - Well, can't it be made something like this?

     when (enemy's knife hits player) then begin:
if (player has been facing the enemy and using melee attack)
then (player takes less or no damage)

     end

I know on last stand server a medic could heal others by continuously switching weapons. A similar script could be used to deflect knives (or in other words - to not take damage when you get hit by one).
Hey, it could be kind of fun if "switch weapons" was used... Since it's slower than attacking, you'd have to time it well in order to block a knife.

3 - That's totally possible. I'm talking about something similar to molotovs in Last Stand server. Maybe it's not really possible to make it explode when it hits a polygon and not anything else, but perhaps it could work out that way too.
« Last Edit: April 15, 2010, 05:13:37 pm by L[0ne]R »


L[one]R, INF veteran
maps - remakes: inf_Warehouse ; inf_Fortress ; inf_(Sun)Rise ; inf_Outpost ; inf_Abel ; inf_Moonshine

DarkCrusade

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Re: KnifeMod v1.1 - new version
« Reply #13 on: April 16, 2010, 11:39:15 am »
Those are very nice suggestions, Loner, thanks for the input :)

Mage gets grenades up to the amount filled that is set by the server. This function works exactly the way I wanted it to work. You don´t get grenades when your grenades reached the maximum. Grenade limit should be 1 at the server, I had not enough time yesterday to look for that also. Though I simply forgot to add the clusters for the Engineer D: It´s already included into the next version.
The Berserkers range for bombing enemies is 10 metres right now, what range would you prefer?

It´s possible to give 15 seconds predator time, but I´d need to give the Ninja another bonus after that 15 seconds and which one would that be? Berserker or Flamer ... This would only work if I halved the damage for the Ninja as long as he has the berserker mode. Very tricky.

Exploding knives don´t work as long as the Mage is the only one who uses knives (if it should trigger when the knife touches a polygon). It works when the Mage hits an enemy, though.


I will need to think about your class suggestions carefully. I know that the balance is crap at the moment and that classes need to be stronger ...


EDIT: New version is out! See first post for changes!

Offline Bonecrusher

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Re: KnifeMod v1.1 - new version
« Reply #14 on: April 16, 2010, 12:24:34 pm »
Did you update the download link?

Im chill like that

DarkCrusade

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Re: KnifeMod v1.1 - new version
« Reply #15 on: April 16, 2010, 12:26:23 pm »
Oh what I thought it did update the link ... Sorry. Link is up now.

Offline Bonecrusher

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Re: KnifeMod v1.1 - new version
« Reply #16 on: April 16, 2010, 12:43:51 pm »
Server script updated to v1.1 and running!

Im chill like that

DarkCrusade

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Re: KnifeMod v1.2
« Reply #17 on: April 17, 2010, 05:21:12 am »
1.2 is out and uploaded to the server. Please share your thoughts with me!

Offline Swompie

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Re: KnifeMod v1.2
« Reply #18 on: April 17, 2010, 06:08:13 am »
Can't if there aren't ppl on it  :|
nvm. there are people O_o
Seems like you made sth. people will really like :D
« Last Edit: April 17, 2010, 06:09:45 am by Swompie »

Offline mich1103

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Re: KnifeMod v1.2
« Reply #19 on: April 17, 2010, 06:08:28 am »
So when i do !gun that give me the flamer but .... the knife apear in my hand at each 10 sec so i cant keep it ...