andreixd23 / zombiereloaded

Automatically exported from code.google.com/p/zombiereloaded
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Volumetric feature ideas #8

Open GoogleCodeExporter opened 8 years ago

GoogleCodeExporter commented 8 years ago
GENERIC FEATURES
Initial trigger delay attribute
If enabled, the player have to stay in the volume for n seconds before 
OnPlayerEnter is fired. This will require extra timers, so optimizing 
ideas are welcome.

Visual effects (ideas so far)
- Smoke (can be colored)
- Wireframe (laser beams)

Team filtering
Specify which players the volume should apply to: all, zombies or humans.

Solve conflicts with overlapping volumes
In case of overlapping volumes that use the same features. How to solve 
this? Merge actions? What to do in case of restoring values when leaving 
volumes (ammo, class data)?

VOLUMETRIC FEATURES
Anti-camp
Same as the regular anti-camp, but with extended features or modes. 
Initial delay is useful in vents where players can pass by without getting 
slayed or warned.

Modify classes
Modify the players class cache when he enter a volume. Also support team 
filtering. Default values are restored when he leaves.

Weapon restrictions
Take away ammo on certain weapons. Give full ammo back when leaving.

Modify ammo mode
Enable/disable unlimited ammo with no reloading, modify ammo give interval.

Modify hit group data
Expanding the hit group module to cache data per player and make it 
possible to modify and restore the cache. For instance this feature can be 
used in a volume where head shots can be ignored, like decreasing the 
boost when in vents.

Teleporter
This requires two volume types, a teleporter and the destination. Simply 
for adding custom teleports in a map.

Activity reporter / Announcer
Just simply report activity to a team (oposite, everyone, spesific). Could 
work as a solution to huge maps where you need hints of where players are 
camping.

Use volumetric features to plain keep players out. Accomplish this by 
teleporting to last location that's recorded outside the volume. But the 
players positions are updated each second so they might think it's lag if 
they try to enter over and over again and getting teleported back.

They also might get stuck in someone if antistick is disabled. But I doubt 
anyone will both disable it and use the block feature.

We need to do some performance tests with volumes. How fast we can update 
positions without lagging.

Original issue reported on code.google.com by richard.helgeby@gmail.com on 4 Jan 2010 at 6:37

GoogleCodeExporter commented 8 years ago
Volume attributes: Enabled time span. Min and max times where the volume is 
enabled.

Original comment by richard.helgeby@gmail.com on 3 Apr 2010 at 3:12