That has been much work Duck
Thanks for all again !!
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.
- 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
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
--SNIP--
--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--
--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--
--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.
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.
I cant get to the files. The URL is timing out. Any hints guys ?
Sources (community version):
SVN URL: svn://212.83.88.75/ExploitAgent/trunk
username: guest
password: welcome
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.