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2nd July, 2002, 09:48 PM
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I really want to use this spawn protection on my server. All of my searches have come up empty.
Thanks for the help
Z
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2nd July, 2002, 10:18 PM
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If no one else posts a place to get it first, PM me. Someone posted a link to it in the ZP2 forum.
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4th July, 2002, 09:37 PM
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1st August, 2002, 10:13 PM
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Quote:
Originally posted by Elvis
I had trouble getting all the players to be protected using CCProtect. On my server, EavySpawnProtect worked better - protecting all players. Here is a link:
http://eavy.beyondunreal.com/#EavySpawnProtect
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Yeah I use Eavy, but only because I'm forced to, I couldn't get CCProtector to work properly on my server as well.
I hope DrSin reads this
Discussion in my clan's forum is quite heated about spawn protection..
- No spawnprotection invites lamers to spawnkill, think CTF-Face, and with large public servers like mine this annoys the heck out of people because there's always someone taking advantage of this game's design flaw.
- Eavy has the big disadvantage, especially in CTF games, that respawned players can kill, but can't be killed for X seconds. If, during a run for the flag you kill someone only to find him invulnerable and on your path again is just not fair. Can't always be avoided but with eavy this happens just too often.
- CCProtector (if it'd work) would protect until you start shooting at people, but has the downside that a lot of people die while shooting, i.e. they accidentally fire while already respawned, which renders its protection zero.
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3rd August, 2002, 03:32 PM
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Protector 2.30 found at www.planetunreal.com/modsquad allows you to setup respawned players so that they are protected for x seconds, while also being able to stop them from damaging others for x seconds. Addtionally, all protection can be voided for any bots added to the server to make up numbers
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4th August, 2002, 03:27 AM
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Very cool, thanks!
I didn't know about the newest version.
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4th August, 2002, 12:52 PM
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Quote:
Originally posted by Virus{PCG}
Protector 2.30 found at www.planetunreal.com/modsquad allows you to setup respawned players so that they are protected for x seconds, while also being able to stop them from damaging others for x seconds. Addtionally, all protection can be voided for any bots added to the server to make up numbers
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Not bad, but CCProtector's feature that protection turns off the moment you fires your first shot with a minimum en maximum protection time freely changeable as well.. Is just a touch more elegant.
Maybe I should mail the creator of this protector 2.30 thing to implement this.. Hmm. Yeah.
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4th August, 2002, 06:06 PM
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Administrator
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Join Date: Jul 2002
Location: UK
Posts: 2,408
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For info ... Eavys spawn protection is not faultless either, you can telefrag someone even when they are protected.
I think if someone was going to that level though to spawn kill they should be removed from the server IMO.
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7th August, 2002, 09:03 PM
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Maybe a new spawn protection mod is in order?
Something like JB3's spawn protection (well, its actually called release protection). You can set it so that people who are protected for say 6 seconds, loose 2 seconds of protection every time they fire. That will allow the unfortunate people who fire after they spawn to still have enough protection to get their bearings before the protection wears off.
Maybe another idea to implement would be more harsh (especially in an instagib game). Mirror damage... anyone you shoot who is protected, their damage gets applied to you instead of them.
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7th August, 2002, 09:15 PM
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Hehe I didnt even know JB3 had such an intricate (and good!) spawn/releaseprotection system. And I run a 20player JB server.
But yeah, the current spawnprotections all have their faults. It would be nice if someone would gather all the pieces and make something as dynamically configurable with features:
- Protection time (duh)
- Protection visuals (transparant, teleport swirls, jailbreak static)
- Shooting penalty during protect (time penalty/shot or simply minimum protect time and max protect time)
- Damage Mirror if you shoot someone who is protected
- Damage if you shoot while you yourself are protected
- Velocity protection (with some protectors you can still give ppl momentum i.e. rocket them off into lava/abyss)
I think that's about it, right?
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8th August, 2002, 01:02 PM
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Administrator
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Join Date: Jul 2002
Location: UK
Posts: 2,408
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To me spawn protection is all about not being killed when you spawn, nothing more or less.
So IMO all the protection needs to do is:
1. Stop you being hit for a period of time (2 seconds is enough)
2. Once you move the protection turns off after ½ a second
3. Once you shoot the protection turns off after ½ a second
This gives you time to move and shoot without being spawn killed but also gives the other side a fair chance once you decide you need to start killing the FC etc
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8th August, 2002, 03:48 PM
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Not so,
I immediately agree that you don't really need a damage mirror, but since I know a few people like it I would suggest to coders (yoohoo!) to implement it as well.
But, the 'if you move' or 'if you shoot' ideas don't cover it all. Most people die (and spawn) while in a fight, and therefore still are 'moving' or shooting while they respawn. Then it dawns on them, they are dead and already respawned.. and then they get shot before they can move -again-.
Its a dynamic process.
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17th August, 2002, 11:12 AM
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*bump* Yoohoo? Any coders out there who would like my eternal gratitude? I might even be able to send over female clan members of mine
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