TM // Knockout v1.3.0 // Scripted Edition

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TM // Knockout v1.3.0 // Scripted Edition

Post by domino54 » 19 Jun 2015, 22:06

Hello!
Famous domino54 ManiaScripter made an exclusive script edition of MX Knockout, which is the winning idea of my little "I'll Create YOUR TrackMania Mode" contest! ;)

Download: (open source!)
https://github.com/domino54/title-packs ... Script.txt

Join our GTX server to test mode:
http://maniapla.net/#join=gtx-mx-knocko ... @nadeolabs

How does it work?
It's a Rounds & Laps gamemode combined in one script, with KO system. Knockout starts after previous one's end, if there are at least 2 players on the server. The most important rules are kept! One Knockout can be played on several maps using both Round and Laps modes! :d

Warning: the mode doesn't allow players to leave the server/switch to spectator - players doing that are removed from the racing list until next Knockout begins.

Rounds Mode rules (non-multilap maps)
  • At the map beginning all players join the Knockout.
  • Every round end the slowest player or all DNFs are KO (they aren't forced to spectate, they're just not spawning). Players are noticed about the round winner (first player to reach finish line) with status message on top of the screen.
  • If someone gives up (press Delete) he gets KO and all players, that finished map are safe (DNFs are KO too).
  • The rounds amount on map can be infinite or fixed. When fixed, after n rounds Knockout continues on next map. Next map can be in both Rounds or Laps mode.
Laps Mode rules
  • All players are spawned at the start of the map.
  • Each lap, when the player in front of last guy cross finish line, last player is KO (except if first player doubled at least 2 players, KO isn't forced to spectate, he's just not spawning). Players are noticed about next lap with status message on top of the screen.
  • If someone gives up (press Delete) he gets KO and all players are safe when first player passes next lap.
  • The laps amount on map can be infinite or fixed. When fixed, after n laps Knockout continues on next map. Next map can be in both Rounds or Laps mode.
Additional functions
  • Players gain points for surviving KOs of other players. 1 point for each racing player when someone is KO.
  • During both Laps and Rounds players that are still racing are dynamically sorted in ranking exactly like in original Laps mode, by amount of checkpoints passed and the time. At the round/map end players are sort by points amount back.
  • In Laps mode current player times are shown in ranking.
  • While playing, in ranking all racing players have white cards and all others (including spectators) are black.
  • Each round end players, that are still racing are colorized: green if they pass to the next round and red if they are KO.
  • When someone gives up, status message is displayed on screen.
Tools for event administrators
  • S_RoundsPerMap
    Amount of maps on each map. If set 0 or below rounds are infinite. Otherwise map is played n rounds and after that Knockout continues on the next map.
  • S_ForceLapsNb
    Set number of laps. If set 0 or below laps are infinite. Otherwise players can drive n amount of laps, then Knockout continues on the next map. Players that don't finish after timeout aren't KO.
  • S_AdminHoldStart (hidden)
    Setting it True will prevent server from starting the next Knockout, until it's set back to False (server stay in "Waiting for players" mode with Time Attack minigame).
  • S_AdminSetPause (hidden)
    Setting it True will pause mode before the next round until it's sat back to False. Pause is actually Time Attack minigame that can be played also by KO players. Players are sort by the fastest time and after resuming the mode everything goes back to normal.
BugMania 2
The mode is still in development. You may encounter some bugs/glitches. If you found something tiny or huge exploit, please fost it in this forum thread, or send me PM. I'm also open to hear from you any suggestions/wishes. :)

Have a great fun with the mode,
domino54 / dommy'54

Changelog
1.1
+ Unlimited Rounds & Laps support (defaut, set rounds per map and/or force laps to 0 to activate)
+ Added "Give up" in scores table for players that gave up
+ Laps: instead players times score table displays time difference with the leader
+ Translations library suport (get it on my GitHub)
+ Round ends instantly when last player reaches the finish line
+ Default finish timout is now 20 seconds
+ Added mode description (in help window)
+ Added mode status message (in server join window, shows players count)
+ XmlRpc callbacks for KOPlayerAdded, KOPlayerRemoved, KOSendWinner
+ Hide previous time and best time
+ Fixed color not changing to default after pause Time Attack start
+ Fixed multilap races extreme knocking issues
1.2
+ Added ability to hide multilap info when at least 1 lap is forced
+ Added default XmlRpc callbacks in Time Attack (waiting for players & pause)
+ It's possible to force a custom manialink interface through a setting
+ Better time difference in ranking for Laps mode (colors, time is cut to seconds)
+ (Experimental) DoubleKO mode - knock 2 players until setting value is reached (default: 20)
+ Fix: Players could give up (Delete) after finishing a race
+ Added "Kick" in ranking for Laps mode, "Give up" and "Kick" are now translated
1.3
+ Fixed most bugs.
+ New Laps knocking system: last player is KO, when someone in front of him cross finish line.
+ Added Update Checker library: display notification if any script used by the mode has available update on my GitHub! Checks for update always when new map begins.
Last edited by domino54 on 20 Sep 2015, 22:04, edited 8 times in total.
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undef.de
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Re: Knockout Scripted Edition

Post by undef.de » 19 Jun 2015, 22:56

Your script identifies himself as "Rounds.Script.txt" with version "2014-10-07", which are exact the same as the original "Rounds.Script.txt" modescript from nadeo:

Code: Select all

#Const	Version		"2014-10-07"
#Const	ScriptName	"Rounds.Script.txt"
In my eyes it would be better you change it to e.g.:

Code: Select all

#Const	Version		"2015-06-19"
#Const	ScriptName	"Knockout.Script.txt"
Developer of UASECO, a controller with support of the Modescript Gamemodes for TM².
Visit the official website for more: UASECO.org


Developer of various plugins for XAseco/XAseco2 and MPAseco, visit my lab: www.undef.name

You like what i do? Then award a ManiaStar.

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domino54
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Re: Knockout Scripted Edition

Post by domino54 » 19 Jun 2015, 23:04

undef.de wrote:Your script identifies himself as "Rounds.Script.txt" with version "2014-10-07", which are exact the same as the original "Rounds.Script.txt" modescript from nadeo:

Code: Select all

#Const	Version		"2014-10-07"
#Const	ScriptName	"Rounds.Script.txt"
In my eyes it would be better you change it to e.g.:

Code: Select all

#Const	Version		"2015-06-19"
#Const	ScriptName	"Knockout.Script.txt"
Oops :mrgreen:
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undef.de
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Re: Knockout Scripted Edition

Post by undef.de » 20 Jun 2015, 08:16

Can you please add a Description like the default for Rounds?
That will then be displayed at the server lobby entry and in-game by pressing ESC -> Help.

Original help in Rounds.Script.txt:

Code: Select all

#Const Description _("""$fffIn $f00Rounds$fff mode, the goal is to win a maximum number of $f00points.

$fffThe rounds mode consists of $f00a series of races$fff.
When you finish a race in a good $f00position$fff, you get $f00points$fff, added to your total.

The $f00winner$fff is the first player whose total reaches the $f00point limit$fff (30 for example).""")
PS: I want to include support into UASECO... trying it today. 8-)
Developer of UASECO, a controller with support of the Modescript Gamemodes for TM².
Visit the official website for more: UASECO.org


Developer of various plugins for XAseco/XAseco2 and MPAseco, visit my lab: www.undef.name

You like what i do? Then award a ManiaStar.

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Re: Knockout Scripted Edition

Post by ManiaDesign » 20 Jun 2015, 08:34

Yes, please include it!
Image

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undef.de
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Re: Knockout Scripted Edition

Post by undef.de » 20 Jun 2015, 12:25

After starting the dedicated Server i get:

Code: Select all

Script compilation failed: ERROR[41, 34] The member or variable Version does not exist.
because of the missing "n" at Version:

Code: Select all

#Const Versio		"2015-06-19"
To fix, change it to:

Code: Select all

#Const Version		"2015-06-19"
8-)
Developer of UASECO, a controller with support of the Modescript Gamemodes for TM².
Visit the official website for more: UASECO.org


Developer of various plugins for XAseco/XAseco2 and MPAseco, visit my lab: www.undef.name

You like what i do? Then award a ManiaStar.

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Re: Knockout Scripted Edition

Post by domino54 » 20 Jun 2015, 13:08

xD
I'm going to throw v1.1 today, mostly with optimisation, small fixes and cosmetic changes (such as "Give up" in ranking, sorting bugs fix), mode description (aka help window) and status message (players racing & spectators)

I'll also prepare some XML-RPC callbacks:
- player added to Knockout,
- when player is knock out,
- winner login,
- players round time [Rounds],
- players total time [Laps],
- time attack will send players times too.

In future I'll try some way to re-add specified player to the match or remove someone (probably 2 hidden settings). ;)
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Re: Knockout Scripted Edition v1.0.0

Post by domino54 » 20 Jun 2015, 20:42

The update 1.1 is on and it includes:
1.1
+ Unlimited Rounds & Laps support (defaut, set rounds per map and/or force laps to 0 to activate)
+ Added "Give up" in scores table for players that gave up
+ Laps: instead players times score table displays time difference with the leader
+ Translations library suport (get it on my GitHub)
+ Round ends instantly when last player reaches the finish line
+ Default finish timout is now 20 seconds
+ Added mode description (in help window)
+ Added mode status message (in server join window, shows players count)
+ XmlRpc callbacks for KOPlayerAdded, KOPlayerRemoved, KOSendWinner
+ Hide previous time and best time
+ Fixed color not changing to default after pause Time Attack start
+ Fixed multilap races extreme knocking issues
SHOOTMANIA GALAXY • PURSUIT • INVASION • HUNGER GAMES • EVIDENCE CHAT • FINDME
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undef.de
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Re: Knockout Scripted Edition v1.0.0

Post by undef.de » 21 Jun 2015, 08:49

Nice update, runs fine... but i have a problem with this and my custom MultilapWidget in UASECO, when S_ForceLapsNb is > 0:

Code: Select all

UIManager.UIAll.OverlayHideMultilapInfos = (S_ForceLapsNb <= 0);
Can you add a setting to setup the display status of "OverlayHideMultilapInfos" that will be handled first when S_ForceLapsNb > 0?

Code: Select all

#Setting S_DisplayMultilapInfo	False
:thx:

EDIT: Is it possible while waiting for Players to send the default events like LibXmlRpc_OnWayPoint, LibXmlRpc_OnPlayerFinish...?
Developer of UASECO, a controller with support of the Modescript Gamemodes for TM².
Visit the official website for more: UASECO.org


Developer of various plugins for XAseco/XAseco2 and MPAseco, visit my lab: www.undef.name

You like what i do? Then award a ManiaStar.

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domino54
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Re: Knockout Scripted Edition v1.2.0

Post by domino54 » 21 Jun 2015, 14:36

1.1 was just released, here you go with 1.2 :D
1.2
+ Added ability to hide multilap info when at least 1 lap is forced
+ Added default XmlRpc callbacks in Time Attack (waiting for players & pause)
+ It's possible to force a custom manialink interface through a setting
+ Better time difference in ranking for Laps mode (colors, time is cut to seconds)
+ (Experimental) DoubleKO mode - knock 2 players until setting value is reached (default: 20)
+ Fix: Players could give up (Delete) after finishing a race
+ Added "Kick" in ranking for Laps mode, "Give up" and "Kick" are now translated
SHOOTMANIA GALAXY • PURSUIT • INVASION • HUNGER GAMES • EVIDENCE CHAT • FINDME
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