
Infiltration gametype
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Re: Infiltration gametype
If the player was using a big bumper when he was shot, this can be far away. 

Re: Infiltration gametype
did not think about that "is touching ground" boolean, good idea ^^, and if he takes a bumper, he knows what risk he is taking.
for the briefcase picking up radius, you could also do some interpolation on players trajectory :
- keep a record of the last positions of all players (something like 2-3 last positions should be enough).
- pre-filter players that are in a large radius around the briefcase.
- from their last positions you can guess their trajectory and see if they passed through the briefcase.
I'm not fan of CTF either, but making a mode for it seemed interresting to code ^^
for the briefcase picking up radius, you could also do some interpolation on players trajectory :
- keep a record of the last positions of all players (something like 2-3 last positions should be enough).
- pre-filter players that are in a large radius around the briefcase.
- from their last positions you can guess their trajectory and see if they passed through the briefcase.
I'm not fan of CTF either, but making a mode for it seemed interresting to code ^^
Re: Infiltration gametype
just fyi, TGYoshi already made CTF. As a marker he used an ascii flag which is pretty awesome.
Not having the briefcase carrier marked, combined with having 3 armor completely favors the attacking side. I didn't notice the briefcase carrier looking any different from other players and the notice on top who is carrying it didn't really help either.
I don't know if you're expecting the enemy team to mark the brief case carrier but I think it'll be a long time before people actually start using strategy like that.
Regardless of that, 3 armor is a lot. Enough for me to to pick up the brief case and haul ass back to spawn. In the odd chance that it's not, one other teammate would be sufficient.
The way it is now, I strongly suggest you let the briefcase carrier be marked again. Not sure if that's sufficient to balance the 3 armor thing though.
Not having the briefcase carrier marked, combined with having 3 armor completely favors the attacking side. I didn't notice the briefcase carrier looking any different from other players and the notice on top who is carrying it didn't really help either.
I don't know if you're expecting the enemy team to mark the brief case carrier but I think it'll be a long time before people actually start using strategy like that.
Regardless of that, 3 armor is a lot. Enough for me to to pick up the brief case and haul ass back to spawn. In the odd chance that it's not, one other teammate would be sufficient.
The way it is now, I strongly suggest you let the briefcase carrier be marked again. Not sure if that's sufficient to balance the 3 armor thing though.
Re: Infiltration gametype
you have more info ? (where to test or find info) ?coolsnake wrote:just fyi, TGYoshi already made CTF. As a marker he used an ascii flag which is pretty awesome.
I agree that it's not really enough, but f you look closely the carrier is really more highlighted (the only one who is as flashy as usual in fact).I didn't notice the briefcase carrier looking any different from other players and the notice on top who is carrying it didn't really help either.
Usually i play team modes with friends on teamspeakI don't know if you're expecting the enemy team to mark the brief case carrier but I think it'll be a long time before people actually start using strategy like that.

All armor/ammo changes are configurable. I will test again using standard values to test how it goes.Regardless of that, 3 armor is a lot. Enough for me to to pick up the brief case and haul ass back to spawn. In the odd chance that it's not, one other teammate would be sufficient.
The way it is now, I strongly suggest you let the briefcase carrier be marked again. Not sure if that's sufficient to balance the 3 armor thing though.
It's right that Storm has not the best gameplay for such mode : a pure rush can have too much efficiency.
Using the actual hud3dmarker, visible through walls, is clearly far too much a help. In fact in any fps game a player making that on his own would be cheating ! If later markers with a WhenVisible attribute are possible, then of course i will use it.
Developer/maintainer of TM² Dedimania records system - TM² Fast4 server script (download , french topic)
Re: Infiltration gametype
I noticed that the carrier is highlighted when I paid attention to it, another problem I have now is that it's kinda hard to make out friend or foe when noone is highlighted.
Random things I've noticed:
The server I'm playing Infiltration on has no callvotes for teambalance or nextmap.
Cloister also sucks donkeyballs for this gamemode.
It also seems a bit silly that the teammates of the carrier don't know where he is.
If you're not adding the marker back then changing from 3 to 2 armor would be the next best thing I guess. It's just that the way it is now, I have no qualms now about jumping into an area with 3-4 enemy players and just hijacking the brief case.
Random things I've noticed:
The server I'm playing Infiltration on has no callvotes for teambalance or nextmap.
Cloister also sucks donkeyballs for this gamemode.
It also seems a bit silly that the teammates of the carrier don't know where he is.

If you're not adding the marker back then changing from 3 to 2 armor would be the next best thing I guess. It's just that the way it is now, I have no qualms now about jumping into an area with 3-4 enemy players and just hijacking the brief case.
Re: Infiltration gametype
Not wrong, btw still more than on most other fps, and well... it's infiltration isn't it ?coolsnake wrote:I noticed that the carrier is highlighted when I paid attention to it, another problem I have now is that it's kinda hard to make out friend or foe when noone is highlighted.

The server I'm playing Infiltration on has no callvotes for teambalance or nextmap.
I know : if the defenders don't go to pole the most quickly possible they reach it after the attackers.Cloister also sucks donkeyballs for this gamemode.
If you know few good maps to add in list, tell me which, i don't really have time to search for them :/
sadly, scripts can specify how a player see all his allies and all his enemies, but it would have been more usefull to be able to specify for each player how his allies see him and how his enemies see him (it would have permitted a special case for the briefcase handler)It also seems a bit silly that the teammates of the carrier don't know where he is.![]()
perhaps that i have an idea, if i have time to modify this evening i will postIf you're not adding the marker back then changing from 3 to 2 armor would be the next best thing I guess. It's just that the way it is now, I have no qualms now about jumping into an area with 3-4 enemy players and just hijacking the brief case.

Developer/maintainer of TM² Dedimania records system - TM² Fast4 server script (download , french topic)
Re: Infiltration gametype
New version is online, with few changed (a marker on handler is visible for allies, and few seconds at his last "seen" position if he was hit or have shot), translations for all messages (btw english and french only for now), standard armor and ammo, 3 maps added and Cloister removed.
Developer/maintainer of TM² Dedimania records system - TM² Fast4 server script (download , french topic)
Re: Infiltration gametype
Very fun mod Slig !
But no point for the player who bring the briefcase to the final goal?
But no point for the player who bring the briefcase to the final goal?
Re: Infiltration gametype
I thought about it but forgot to add itCibermix wrote:Very fun mod Slig !
But no point for the player who bring the briefcase to the final goal?

Done

Developer/maintainer of TM² Dedimania records system - TM² Fast4 server script (download , french topic)
Re: Infiltration gametype
Script updated.
- English/French translations completed.
- Various script settings allow to set/change FriendlyFire, WeaponChange, ArmorMax (and also AutoBalance, RoundsToWin, RoundGapToWin, RoundsLimit, RoundTimeLimit).
- English/French translations completed.
- Various script settings allow to set/change FriendlyFire, WeaponChange, ArmorMax (and also AutoBalance, RoundsToWin, RoundGapToWin, RoundsLimit, RoundTimeLimit).
Developer/maintainer of TM² Dedimania records system - TM² Fast4 server script (download , french topic)
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