As rebel, it's could be very annoying when the Overwatch launch a giant wave of combine. I agree it's funny the first time but see that everytime is completely different....
My idea : create a population system, depending of the number of alive players.
For the maps creators, this could be a custom entities with 7 case, each for every number of alive rebels.
Question : the server can enable/disable it?
With this, we will not have spam and the Overwatch must win by strategy, not by overrun.
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Population
Started by Quenquent, Jan 23 2011 08:55 AM
2 replies to this topic
#1
Posted 23 January 2011 - 08:55 AM
#2
Posted 23 January 2011 - 09:16 AM
As long as it's something that's optional and up to the mapper I think it's a good idea. While I understand the spam to win is kinda crappy, it does have benefits. You could have a group of players on a map running around and kiting the GM units around a map, slowly taking them down at their leisure as they make sure they constantly stay up on ammo. As it is if you back off and take your sweet time doing the objectives, you leave yourself with the potential of being overrun.
I'd also like to point out that it should be possible for a mapper to limit this on their own with use of the current entities and their various inputs / outputs. A simple method I just thought of while I was typing this (there could be other ways to do it, this is just the first idea that comes to mind, is entirely untested, and would probably need some work to get working exactly how you want.):
Have a different npc template for each spawn / group of spawns. When spawned a charge is removed from the GM button(s). When the npc dies it fires an output OnDeath that adds a charge back to the GM button(s).
This would in theory work for a single unit spawn, but if you wanted to you could in theory adapt for more units with the use of math_counter entities in conjunction with a game_player_count_ow entity, and perhaps some logic_relay entities.
Alternatively you could have your spawns add to a math_counter entity that fires an output OnHitMax to disable the GM button(s), and then when the npcs die they fire outputs OnDeath that subtract from another math_counter that will reenable the GM button(s).
Again, I have no idea how well / if these methods would work. I'm not really interested in doing the leg work myself as at this point I do not feel I would use it in any of my maps. That said, if somebody did want to try this, and wanted to discuss it, I would be more than happy to help out in any way.
I'd also like to point out that it should be possible for a mapper to limit this on their own with use of the current entities and their various inputs / outputs. A simple method I just thought of while I was typing this (there could be other ways to do it, this is just the first idea that comes to mind, is entirely untested, and would probably need some work to get working exactly how you want.):
Have a different npc template for each spawn / group of spawns. When spawned a charge is removed from the GM button(s). When the npc dies it fires an output OnDeath that adds a charge back to the GM button(s).
This would in theory work for a single unit spawn, but if you wanted to you could in theory adapt for more units with the use of math_counter entities in conjunction with a game_player_count_ow entity, and perhaps some logic_relay entities.
Alternatively you could have your spawns add to a math_counter entity that fires an output OnHitMax to disable the GM button(s), and then when the npcs die they fire outputs OnDeath that subtract from another math_counter that will reenable the GM button(s).
Again, I have no idea how well / if these methods would work. I'm not really interested in doing the leg work myself as at this point I do not feel I would use it in any of my maps. That said, if somebody did want to try this, and wanted to discuss it, I would be more than happy to help out in any way.
#3
Posted 23 January 2011 - 02:05 PM
Overwatch is already like this in most maps. Any maps that don't have this are a bit :/
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