Open GoogleCodeExporter opened 8 years ago
Another game mode idea:
Use hostages in maps to rescue and protect them from zombies.
Original comment by richard.helgeby@gmail.com
on 8 Jan 2010 at 11:04
Escape:
- Make plugin compatible with maps that slay afk players, so they don't end up
in a
endless respawn loop. Or make a workaround for afk-kill features in maps.
Original comment by richard.helgeby@gmail.com
on 8 Jan 2010 at 3:45
That hostage idea sounds awesome. Like zombies should be able to creep around
easier,
but have much lower HP, but they respawn quicker. Humans don't respawn and
there is no
infection, just death. And all that can be configurable.
Original comment by andrewbo...@gmail.com
on 9 Jan 2010 at 7:29
Idea by Annihilator:
------
And I got an idea. How about if teams (like in normal matches) would spread to
different teams (T and CT) and not 1 person get infected, but the whole team.
Ofc
the team thats going to get infected would know it. And after x rounds teams
change
sides and the other team get infected? (The team thats going to get infected
should
be frozen before the infections so they wouldnt bother the human team
preparations)
Would it be possible to make an extra plugin or and edit in ZM:R to make this
possible (at least the thing when the whole team gets infected)?
-----
Original comment by richard.helgeby@gmail.com
on 11 Mar 2010 at 2:12
How game modes could be implemented:
Make a game mode manager. It's just like the event manager for the base system,
but
all events in the game go through the game mode manager too. It decides if a
event
should be allowed or not. This means that modules would probably need to
register
their events in the game mode manager instead, while the game mode manager
register
events in the event manager. Just like an event hierarchy.
In most game modes, the game mode manager would allow all events.
The game mode manager should provide some utility functions so other modules
can
read (and possibly modify) game mode info.
Some (or all) modules need to make their own decisions based on the current
game
mode. How they deal with each mode is up to the individual modules and whats
the
best solution for that game mode.
Since some game modes may have a completely different gameplay (the mode is not
ideal for respawn, tele, or whatever) there should be several sets of settings
for
these modules, so that each game mode have their own settings for each module.
These
different sets of settings should be kept as cvars, so they're still compatible
with
map configs. To deal with that there should be a system to manage these setting
sets, apply them and switch between them when game modes are switched.
The game mode manager should support live switching of game modes in mid-round.
However, certain game modes could force a round restart if the mode doesn't
support
live switching.
Original comment by richard.helgeby@gmail.com
on 13 Apr 2010 at 12:59
It should be possible to use map configs to modify settings in a certain game
mode
setting set.
Original comment by richard.helgeby@gmail.com
on 13 Apr 2010 at 1:02
So, a game mode manager is like an event controller. Maybe we should make an
event
controller in the base and make the game mode manager use it and extend it with
game
mode related features.
Original comment by richard.helgeby@gmail.com
on 16 Apr 2010 at 12:27
Event hierarchy
Compatibility mode and game mode modules usually just block or allow events.
Modules may also check what game/compatibility mode it to do the correct
actions.
+----------------+
| Raw events |
+----------------+
|
V
+-------------------------------+
| Compatibility mode events |
+-------------------------------+
|
V
+----------------------+
| Game mode events |
+----------------------+
|
V
+-------------------+
| Module events |
+-------------------+
Original comment by richard.helgeby@gmail.com
on 10 Jun 2010 at 5:35
One problem with this hierarchy is that it conflicts with the base's event
manager. If modules use the base's event manager they would get any event like
the game/compatibility mode managers wasn't there.
We need a design with layered event managers, that is practically just
allow/deny filters on multiple layers.
Original comment by richard.helgeby@gmail.com
on 10 Jun 2010 at 5:41
Design change idea in base:
http://code.google.com/p/smprojectbase/issues/detail?id=57
With that design, compatibility and game mode modules will just modify the
event filters.
Original comment by richard.helgeby@gmail.com
on 10 Jun 2010 at 7:43
Apparently this feature was already implemented in the base as EventMgr_Disable
and EventMgr_Enable.
Also note that the game modes module should be dynamic. Modules for game modes
should not be hard coded. Module names will be used in game mode configs.
Original comment by richard.helgeby@gmail.com
on 26 Jun 2010 at 12:55
Game rules config syntax:
"gamerules"
{
"<module name>" "enabled"
...
"infect" "enabled"
"knockback" "enabled"
"classes" "enabled"
...
}
Original comment by richard.helgeby@gmail.com
on 26 Jun 2010 at 8:16
Correction:
"gamerules"
{
"<rule name>"
{
<modules>
}
}
Original comment by richard.helgeby@gmail.com
on 26 Jun 2010 at 8:18
"gamerules"
{
"zr"
{
"modules"
{
"napalm" "yes/1/on"
"days" "no/0/off"
}
"config"
{
...
}
}
}
Original comment by richard.helgeby@gmail.com
on 26 Jun 2010 at 8:40
Make one or more safe-mode game rule sets (for zr and zriot) with as few
modules as possible loaded, while the game is still playable. This might make
it easier to remotely troubleshoot other servers by telling them to activate a
safe mode game rule set.
Original comment by richard.helgeby@gmail.com
on 5 Jul 2010 at 3:38
The configuration part is discussed in issue 225, with this conclusion:
http://code.google.com/p/zombiereloaded/issues/detail?id=225#c1
Original comment by richard.helgeby@gmail.com
on 16 Sep 2010 at 10:09
Escape maps: Use the location manager (issue 246) to each player's progress in
the map. This progress can be used for various stuff (no special ideas at the
moment, but it might be useful).
Original comment by richard.helgeby@gmail.com
on 29 Jan 2011 at 10:17
Original issue reported on code.google.com by
richard.helgeby@gmail.com
on 7 Jan 2010 at 12:55