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TWI Ladder + Exploit Agent mutator

Some added features which are also present in the community version:
  • Disable Weapon Drop On Team Kill
    If on, then all inventory of the killed player will disappear in case he was killed by friendly fire (including suicide). The intention of this option is to prevent teal-killings to obtain better weapons.
  • Spawn Protection
    The spawn protection feature is there to give extra protection to players that recently spawned.


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    • Spawn Protection
      If on, then the mutators additional spawn protection feature is enabled. Each (re)spawning player will be protected for the duration of the Spawn Protection Time. During this time he can't be injured or killed. The spawn protection will drop as soon as the timer reaches zero, or when the player leaves his spawn zone.
    • Spawn Protection Time
      This is the total time (in seconds) that a player is protected.
    • Drop Spawn Protection On First Hit
      If on, then a spawn protected player will lose his spawn protection as soon as he injures or kills an other player.
    • No Injury On Hit From Spawn Protected Player
      If on, then a spawn protected player can not injure or kill an other player. This option works best if in combination with the above Drop Spawn Protection On First Hit option. In that case his first shot will not injure the target, though his spawn protection will drop due to his shot.
    • Trolling Punishment
      If on ad a player drops his grenade in spawn directly after (re)spawning, then the grenade will not injure or kill his team mates, but he himself will be injured or killed.

Great work, Ducky.

The following suggestion may be in the mutator. If so, please disregard.

Back in the vanilla CoD and CoD:UO days, we had a similar spawn protection mod. The games were generally Team Death Match, so we eventually found it necessary to add a bit of code that removed the spawn protection the first time the protected player fiired his weapon. Players would spawn and for the 5 or ten seconds they had for spawn protection they could run and gun with invulnerablity. The intent of the mod was to give them time to find cover, not kill indescriminately. This may not be a necessity for RO's TE and CD, though I could see it possibly being a problem when a player spawns on their squad leader.

Just a thought.

Floyd
 
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Great work, Ducky.

The following suggestion may be in the mutator. If so, please disregard.

Back in the vanilla CoD and CoD:UO days, we had a similar spawn protection mod. The games were generally Team Death Match, so we eventually found it necessary to add a bit of code that removed the spawn protection the first time the protected player fiired his weapon. Players would spawn and for the 5 or ten seconds they had for spawn protection they could run and gun with invulnerablity. The intent of the mod was to give them time to find cover, not kill indescriminately. This may not be a necessity for RO's TE and CD, though I could see it possibly being a problem when a player spawns on their squad leader.

Just a thought.

Floyd


Indeed Floyd is correct. That feature, among many others, was in the AWE5 mod..... from RGN. ;)
 
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Great work, Ducky.

The following suggestion may be in the mutator. If so, please disregard.

Back in the vanilla CoD and CoD:UO days, we had a similar spawn protection mod. The games were generally Team Death Match, so we eventually found it necessary to add a bit of code that removed the spawn protection the first time the protected player fiired his weapon. Players would spawn and for the 5 or ten seconds they had for spawn protection they could run and gun with invulnerablity. The intent of the mod was to give them time to find cover, not kill indescriminately. This may not be a necessity for RO's TE and CD, though I could see it possibly being a problem when a player spawns on their squad leader.

Just a thought.

Floyd

Something similar is already present, though I failed to mark it in orange in my post. It's this one:

--SNIP--
  • Drop Spawn Protection On First Hit
    If on, then a spawn protected player will lose his spawn protection as soon as he injures or kills an other player.
--SNIP--

And of course this one:
--SNIP--
  • No Injury On Hit From Spawn Protected Player
    If on, then a spawn protected player can not injure or kill an other player. This option works best if in combination with the above Drop Spawn Protection On First Hit option. In that case his first shot will not injure the target, though his spawn protection will drop due to his shot.
--SNIP--

Those two together with:
--SNIP--
  • Trolling Punishment
    If on ad a player drops his grenade in spawn directly after (re)spawning, then the grenade will not injure or kill his team mates, but he himself will be injured or killed.
--SNIP--

Will make it hard for a person to abuse the spawn protection timer.
 
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Status update:

We did the tests and found an issue where a reconnected player did not go into the lobby after he got disconnected. As a result he couldn't ready-up and the next round would not start. This issue has been solved.

Next to that did we manage to solve the bug where fences are not reset correctly on the next round. They are now correctly reset. The collision is back in place and cover and mantle nodes are restored on the start of the next round. It's not our intention to fix RO2 bugs with this mutator, but the fences bug is essential to keep the auto team swap option fair for both sides.

Both fixes are present in both versions of the mutator.
 
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Status update:
Next to that did we manage to solve the bug where fences are not reset correctly on the next round. They are now correctly reset. The collision is back in place and cover and mantle nodes are restored on the start of the next round. It's not our intention to fix RO2 bugs with this mutator, but the fences bug is essential to keep the auto team swap option fair for both sides.
Both fixes are present in both versions of the mutator.

After resetting are the fences still destructable? As that is another issue in the base game.
 
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No problem. As it is, the release will be send to TWI this weekend. Not sure if it will be white-listed, because we did not manage to detect the capabilities of the players computer and by that the mutator can exclude players with low-end machines from the RO2 multi-player game.

I would be shocked if this mutator did not recieve whitelisting as the server settings can either be enforced or just used as a scanner.
If enforced the only harm done is to that particular server concerned and will only exclude some players on low end PC's but then again even those settings can be adjusted to more generous variables all the way down to disabled;)

The mutator will finally allow server admins to guarantee within reason that their server will provide a much more level playing field for players by setting a graphics standrad across all the players settings.
If they fail to comply to that standard there are a variety of options available to the admin from banning to warning to doing nothing at all.;)
 
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