Chalwk / HALO-SCRIPT-PROJECTS

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LoadOut (OSH Mod Request) #102

Closed Chalwk closed 3 years ago

Chalwk commented 4 years ago

LoadOut (OSH Mod Request)

download link | project tracker

Loadout game types

~ acknowledgements ~ Concept credit goes to OSH Clan, a gaming community operating on Halo CE:

All LoadOut Classes (with infinite ammo): Class Command
Regeneration /regen
Armor Boost /armor
Partial Camo /camo
Recon /speed

Classes will be switched by typing the commands above. You will switch on respawn. It should print something like: "You will switch to (class name) when you respawn.". To switch instantly and die without penalty, just do /switch (name). Should have a cooldown of 2 minutes.

The level-up system and perks work like this, with all perks being cumulative:

Regeneration: Good for players who want the classic Halo experience. This is the Default. Level 1 - Health regenerates 3 seconds after shields recharge, at 20%/second. Level 2 - 2 Second Delay after shields recharge, at 25%/second. Unlocks Weapon 3. Level 3 - 1 Second Delay after shields recharge, at 30%/second. Melee damage is increased to 200% Level 4 - Health regenerates as soon as shields recharge, at 35%/second. You now spawn with full grenade count. Level 5 - Shields now charge 1 second sooner as well.

Armour Boost: Good for players who engage in vehicles or defend. Level 1 - 1.20x durability. Level 2 - 1.30x durability. Unlocks Weapon 3. Level 3 - 1.40x durability. Melee damage is increased to 200% Level 4 - 1.50x durability. You now spawn with full grenades. Level 5 - You are now immune to falling damage in addition to all other perks in this class.

Partial Camo: Good for players who prefer stealth and quick kills or CQB. Level 1 - Camo works until you fire your weapon or take damage. Reinitialize delays are 3s/Weapon, 5s/Damage Level 2 - Reinitialize delays are 2s/Weapon, 5s/Damage. Unlocks Weapon 3. Level 3 - Reinitialize delays are 2s/Weapon, 3s/Damage. Melee damage is increased to 200% Level 4 - Reinitialize delays are 1s/Weapon, 3s/Damage. You now spawn with full grenades. Level 5 - Reinitialize delays are 0.5s/Weapon, 2s/Damage.

Recon: Good for players who don't use vehicles. Also good for capturing. Level 1 - Default speed raised to 1.5x. Sprint duration is 200%. Level 2 - Default speed raised to 1.6x. Sprint duration is 225%. Unlocks Weapon 3. Level 3 - Default speed raised to 1.7x. Sprint duration is 250%. Melee damage is increased to 200%. Level 4 - Default speed raised to 1.8x. Sprint duration is 300%. You now spawn with full grenades. Level 5 - Sprint speed is raised from 2.5x to 3x in addition to all other perks in this class.

Weapon Loadouts: Stock Maps /regen Pistol, Assault Rifle, Sniper Rifle (at Lv.2) /armour Pistol, Shotgun, Needler (at Lv.2) /camo Pistol, Shotgun, Assault Rifle (at Lv.2) /speed Pistol, Assault Rifle, Shotgun (at Lv.2)

Weapon Loadouts: Bigassv2,104 /regen Pistol, Assault Rifle, DMR (at Lv.2) /armor Pistol, Shotgun, Spartan Laser (at Lv.2) /camo Pistol, Shotgun, DMR (at Lv.2) /speed Pistol, Assault Rifle, Shotgun (at Lv.2)

Weapon Loadouts: TSCE_MultiplayerV1 /regen Pistol, Assault Rifle, DMR (at Lv.2) /armor Pistol, Shotgun, Plasma Rifle (at Lv.2) /camo Battle Rifle, Shotgun, Assault Rifle (at Lv.2) /speed Pistol, Assault Rifle, Shotgun (at Lv.2)

Different classes also use different coloured player skins, depending on the team.

--Scoring and XP The XP system would work like this: Each class has its own XP variable. Upon reaching a set amount, that class increases to the next level. Defaults could be 200XP, 500XP, 1000XP, and 2000XP for level-ups. XP earned while playing in that class is added to that class only. For kills, XP is calculated as follows:

+15XP for killing an enemy. +Variable amount based on enemy's Kill/Death Ratio (10XP x Enemy's KDR maybe?) (+5XP Tactical Bonus for Headshots/Nade Sticks/Beatdowns) (+5XP Skill Bonus for killing an enemy with a higher class level than you) (+5XP for kill streaks: 5XP for Killing Sprees, 10XP for Frenzies, etc. Awarded on the 5th, 10th kill, etc.)

Multiplied by your personal XP Boost level (see balancing)

Capturing a flag nets 100XP for the scorer, and 10XP for his team. Killing the flag carrier gets the killer an additional 10XP. Assists earn a flat 10XP.

Bounties: If a player is doing too well, they earn a bounty. The player who kills that player gets a reward of bonus XP. Bounty levels drop when the player is killed by an enemy player. To incur a bounty, either have a kill streak of 5 or higher or have a KDR above a certain amount. Admins can also add a bounty to a player with a command (see Balancing). The bounty system works like this: After getting a 5-kill spree, a player gets a bounty of +1 for each spree level (Killing Frenzies have +2, Riots have +3, etc.) Capturing a flag adds one bounty level. Admins of 2 or higher can add a bounty using a console command.

If you have a bounty of two points or more, you have the target over your head giving away your position. When you are killed by an enemy, your bounty drops by 1, until it returns to 0. The bonus XP for a bounty level would be subject to change, but I'd default it at 25 XP per level. (So if you kill someone with a bounty of 2, you'd get 50 bonus XP)

Scoring: The scoring system is simple. Instead of showing the score normally, the score each player has is his or her total XP earned in all classes. So when earning XP, it goes towards both his current class's XP and his total score. There should still be a kill or capture limit though.

--Balancing and Admin commands In order to keep the game fair, there are a few mechanics we can add. I want to help struggling players, rather than hinder successful ones too much.

Personal XP Multiplier: This could be toggled on or off depending on preference. If you are doing poorly, you would get an XP bonus to make it fair. If your KDR drops below 0.5, you get 1.5x XP. If it drops below 0.25, you get 2x. This lasts until your performance increases. If your KDR goes above 3, your XP multiplier is 0.9x. If it goes above 4, it's 0.75x. This is dynamic and can also be changed with an admin command.

Also, you get a bonus if you have death sprees: If you die 5 times in a row, you spawn with Overshield until you get a kill or flag capture If you die 10 times in a row, you spawn with both OS and Active Camo until you get a kill or capture.

Another balancing idea would be to change the respawn timer depending on performance, e.g. If your KDR is below 0.5, your respawn time is shorter, If it's above 2, it's longer.

Manual admin commands (Requires admin 2 or higher): /bounty (integer) (Player) Adds a bounty of (Integer) on a player. /noxp (Player) (on/off) Sets a (player)'s XP multiplier to 0x. They cannot get XP, but they can still incur a bounty and make kills. Good for trolls. /reset (Player) Resets a (player)'s class XP and levels. /xpbonus (Player) (Time) Adds a bonus 2.0x XP multiplier for a (player) for (seconds). Could be used on everyone at once too.

Other balancing options (Requires admin 3 or higher): /nopickup (on/off) Toggles the ability to pick up and wield other weapons than the starting loadout. This may be good for games in which the infinite ammo may be a liability with heavy weapons that players don't spawn with or if the game becomes unbalanced. Since infinite ammo is always on now, you would always have access to the 2 or 3 weapons you start with. /novehicle (on/off) Perks are turned off while driving a vehicle.

General commands (used by anyone): /help Gives info on changing classes /info Gives info on current class and perks

--Displays and Messages-- When being awarded XP of any kind, the player receiving it gets a message on the text chat roll breaking it down, e.g. 15XP + 15XP + 5XP Tactical Bonus = 35XP

100XP for capturing the flag

Players also receive a message when they level up a LoadOut, e.g. You are now a level 3 Regen! Melee boost unlocked!

Any changes made by admin commands would also be printed on the text roll.

On the HUD, there will be text that is continuously displayed with the following information:

(Right Side) Current LoadOut class and class level Current XP in that class/Next Level (If maxed out, it just says MAX), and player's XP multiplier. Current Bounty level

E.g. REGEN Lv. 1 0/200 XP (1.0x) Bounty: 0

(Bottom) Sprint Duration meter Also for Partial Camo, have a cooldown timer for camo reinitialization that pops up when camo drops.

(Bottom Right) "Type /help for class info"

Also for Partial Camo, have a cooldown timer for camo reinitialization that pops up when camo drops.

Chalwk commented 3 years ago

Please keep an eye on the Project Tracker for updates.

Chalwk commented 3 years ago

A couple of updates for those who haven't been watching the project tracker:

Chalwk commented 3 years ago

Added Error Reporting functions. In the event of an error, the script will now log the error to the server console and a file called loadout.log which is located in the servers root directory.

Chalwk commented 3 years ago

Special Thanks to the following people: xOSHx Yalda (script concept, alpha testing, bug reporting) xOSHx Adio (alpha testing, bug reporting) xOSHx djp1 (alpha testing, bug reporting) xOSHx Thus (alpha testing) The rest of the Halo community (playing during alpha).

Chalwk commented 3 years ago

Loadout was updated today with a bug fix for the function that determines what weapons you should have.

Chalwk commented 3 years ago

Script updated with a small bug fix.

github-actions[bot] commented 3 years ago

Stale issue message