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Server Name:
TTT

Suggestion Title:
Suggestion for an improved player experience regarding prop possession - Giving the player a definitive choice.

How would it benefit the server:
By giving the player a choice to toggle incomming damage from possessed props, the player does not feel that the props have as much of an impact on them, and the outcome of the round.
Although the possessed props cannot directly kill the player. The props can still push around and block the player. But the player can rest assured the possessed prop will not be what kills them. - But, maybe, rather it will be from the impact of hitting the ground too hard, when they get launched off an egde, or into a hazard, by a possessed prop. :silly:

I know that you are working on logging possessed props that kill players, and enforcing the "You need to ask if it's ok first" thing.

I guess i'm just more of an authoritarian, and think that giving the player a choice, that restricts the possessed props killing them in the first place. Would be more of a definitive, i want, or, i don't want, kind of way to say whether it's ok or not, for the possessed props to kill the player.
Players can choose to turn it off/on, and the players that want to fly around as a prop can do that, without accidentally killing someone that wasn't ok with it.
I think this is the best of both worlds.

I guess i should tell you how this would work.
The player has an option to toggle on and off. That option is if they want to, or don't want to take damage from the possessed props that are flying around. Like the pointshop vapes/auras/web taunts are on and off options.
When a possessed prop flies into them, if the player has the possessed prop damage off, instead of dying on the spot, they at most get pushed out of the way, by the possessed prop.
Whether this push, also pushes them off the top of a building, or into a traitor trap... that will depend on the place and time.

On the server-side there will be a command to toggle all possessed props' collision on and off, if and when it should be needed.

YouTube video of an older demo version of this suggestion - contains a bit technical explaination.

I understand that you are only that many developers, and that you have a whole process of doing things.
but, i offer you these code segments as my suggestion.
I don't know if there are security or integrity issues with that. I left at least one part of the code unfinished (server-side command thing). So whoever may use it, has to fix it, if they want it to support something like ULX.

Spoiler below contains the LUA code.

Warning: Spoiler! [ Click to expand ]

Potential Issues/Exploits:
The code has been tested on the "vanilla" or "otherwise unmodified" version of TTT.
The code has been tested for its function on local and peer-to-peer servers. I can tell you it works there.
But i don't know if 100% of it will work on the Zarp TTT server.


The part i left unfinished:
if ply == NULL then


A spectator in control of an possessed prop, could launch the prop at another player, and then quickly 'leave' the prop before it hits the player to get around the whole "possessed prop damage" thing.
So i have set a 'timer' on the prop, then it will still count as possessed and not deal "possessed prop damage" to the player.
Entity( entityList[k] ):SetNWInt( "spec_abandoned_time", CurTime() + 2 )
This 'timer' is 2 seconds, and may be too short or too long time.

Additional notes:
This also assumes that you can posses props in the first place.
And that possessed prop have enough power force to fly around.
:S

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