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aLTis

Hide and Seek

24 posts in this topic
  • Console messages are sent more rarely now, hopefully fixing spawning for some players;
  • Most dead bodies should disappear now;
  • added red_score and blue score variables - you can change how much score players get;
  • some other minor changes.

hideandseek.lua

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Had us another Saturday session, last night, on our mixed games server ((R.O.C.K.S.)), and I've one or two observations.

 

The red corpses are disappearing fast enough, between rounds, on the default setting, for me.

 

People seem to be almost exclusively joining red team, now, if a game is in progress; again, it'd be nice for them to join red before seekers are released, and blue afterwards. Huge incentive for this is that people joining late tend to spawn around others hiding; their panicked movement draws attention to those of whom may have otherwise gone undetected.

 

Finally, the teams are still unbalanced, when the next gametype begins.

 

Thanks for taking the time.

 

 

P.S.

 

If anyone would like to join us, some time, and maybe you're a more casual fan of racing, we play in the aforementioned no-rules, mixed games server every other Saturday, from 3:30p Eastern, or on an impromptu basis (again, often on Saturdays, and from the same time).

 

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No idea why team switching messed up again, will look into it later.

6 hours ago, JuliquE said:

Finally, the teams are still unbalanced, when the next gametype begins.

Can you be more specific? What do you think would make a balanced game start?


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1 hour ago, aLTis said:

No idea why team switching messed up again, will look into it later.

Can you be more specific? What do you think would make a balanced game start?

Yeh… thought I noticed you had addressed late joiners to the game, already, in the previous release; something's been undone, then.

 

As for unbalanced teams: I meant as far as number of players; for instance, if there are no survivors of the final round (everyone caught), the next gametype begins with everyone on blue team.


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Sorry for taking so long, I made a quick update which should fix team switching. I couldn't test this online because I can't even connect to my own server for some reason so idk how well this will work. I didn't do anything about team balancing after switching gametypes yet. 

 hideandseek.lua

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The value for "red_score" seems to be reflected in terms of deaths, for some reason; so, when you're caught by a blue, you're given two deaths.

 

Something must have broken in the latest update, as it was working properly, before.

 

If I find anything else, I'll report it.


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Quick suggestion.

 

People are often plunging to their death to avoid being caught, only to respawn, albeit without camo and speed boost (which I'm not sure is penalty enough).

 

I agree that they should respawn, giving seekers the chance to get points for catching them, however, perhaps, in addition to the existing penalty, losing some number of points when you die might solve this problem.


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Got a chance, the first time, yesterday, to give this a run, and it wouldn't load the gametype; the announcer said "slayer," at the start (as usual), after which nothing followed.

 

It wasn't until I uploaded the previous version of the script and reloaded SAPP, that it ran.


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