Author Topic: Alternative medkit system  (Read 1601 times)

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Offline ginn

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Alternative medkit system
« on: June 15, 2012, 12:40:33 pm »
I'd like to suggest an alternative medkit system to be added as a server option.
Instead of medkits healing as you walk on them, you'd pick up the medkit (max 1). Once you've picked a medkit up, you can then use it whenever you want to heal over a very short time, taking damage could also cancel the heal effect. After it's used it'll respawn, just like the medkits does now.

Offline Falcon`

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Re: Alternative medkit system
« Reply #1 on: June 15, 2012, 04:07:52 pm »
It can be scripted. Ask somebody to do so or do it your self and test. Then you can come back and tell how was the gameplay.
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Offline ginn

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Re: Alternative medkit system
« Reply #2 on: June 16, 2012, 01:12:16 am »
this is close impossible to script, only way I can think of is to constantly add damage to players to see if they get their hp back, otherwise give them back their hp... even then you don't know which sides medkit was taken.
« Last Edit: June 16, 2012, 01:16:52 am by ginn »

Offline Falcon`

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Re: Alternative medkit system
« Reply #3 on: June 16, 2012, 04:46:14 am »
you can detect both if kit has been destroyed and player healed, the only problem is that you have no events for that so it'd have a small delay
If you're not paying for something, you're not the customer; you're the product being sold.
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Offline Fryer

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Re: Alternative medkit system
« Reply #4 on: June 16, 2012, 06:14:05 am »
The problem with this kind of script is the part where you want the player to be able to control when the kit is used. There would have to be a server command like "!heal" that you'd have to use in order to start healing yourself, which would be a problem for players new to that mode if they haven't added it to their taunts. The other problem is the delay Falcon mentioned, which would make your hp bar jump up to 100% for a second and then back down again, which I suspect will look quite ugly.

I do think there should be more events for this sort of stuff in the scriptcore, but (fixing bugs > adding features). Might add it if it's easy enough though. ;)
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Offline machina

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Re: Alternative medkit system
« Reply #5 on: June 16, 2012, 10:47:41 am »
Not the worst idea to create it in scripting but there's no need to have it in game... Not that cool at all.

Offline ginn

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Re: Alternative medkit system
« Reply #6 on: June 16, 2012, 11:50:40 pm »
could somebody write this script?

Offline Fryer

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Re: Alternative medkit system
« Reply #7 on: June 18, 2012, 03:29:57 am »
I've been trying to script something like this, but given maps with regenerative polygons, it's impossible to be sure if someone has picked up a med kit.

I'll add some more events for kit collision to the script core ASAP to make it work.
...PC vs Mac is like AK47 vs M4A1...
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Offline machina

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Re: Alternative medkit system
« Reply #8 on: June 18, 2012, 10:05:40 am »
taking damage could also cancel the heal effect
It even should to because it would be fucking frustraiting if someone healed himself during some 1v1 fight. Also, there should be about 3-5 seconds of healing because if it worked immetiadlely players would be able heal themselves between taking a shot. Also, I think that you should crouch to heal yourself like in LAW.