RuneTF gamemode
4 Attachment(s)
Runes are power-ups that grant special abilities. You can have only one rune active at a time, and it will remain active until death. Design Rationale The original Quake Runes mod was a free-for-all player deathmatch. Many of the runes had abilities increasing the players survivability or fragging efficiency. When porting the concept to Team Fortress, it became apparent that some of the runes were too strong in a team objective-based setting. Similar to the design philosophy of the weapon alternatives, runes that increase a players damage output come with negative effects. When designing new runes, the focus was to complement team-play more than buffing individual players. Some runes can become more effective when used in coordination with teammates. Because of the random nature of the rune drops, runes that only effect certain classes were avoided. However some runes are certainly more effective in the hands of certain classes. To facilitate teamplay runes can be shared with teammates by dropping them on the ground. Although most runes have passive abilities, some runes require activating with the command +use. List of Runes Aware - Periodically scans your nearby surroundings. Shows class and health of nearby players. Recall - Teleport to a previous location. +use sets or clears teleport destination. When far enough away, teleports player to destination. Blink - Teleports between two locations. +use to toggle destinations. IronDome - Launches interceptor rockets upon death. Interceptor rockets cause knockback only. Based on javalia DeadMansTrigger - Triggers explosion upon death. +use to activate with greater effect. When fully detonated the affected players are temporarily stunned. Contact with interceptor rockets negate this runes effects. Sharing - Healthkits and ammokits picked up are shared with nearby teammates. Rage - Increases rate of fire upon damaging an enemy. Prolonged usage can cause adverse effects. Powerplay - Instantly respawns fallen teammates when you kill three enemies in under 10 seconds. Shared Sacrifice - Incoming damage is divided among nearby teammates. Diamond Skin - Damage reduced by 10. The bleed, jarate, milk, and stun conditions have no effect. Engineering - Grants speed boost when carrying objects. Steals enemy sentries upon death. Ammo - Passively replenishes ammo. Active with +use to restore your weapon clip. Additionally, engineers gain metal, and spies gain cloak time. Pounce - Passively grants more control over movement when in the air. Shamelessly copied from Chanz Vault - Passively increases height of jumps. Assault - Grants a speed boost when ubered. Vanguard - Redirects damage from nearby weaker teammates to you. AirBud - Increased air movement. Decreased gravity. Sabotage - Deal extra damage to buildings and take extra damage from engineers. Stronger spy sappers. Melee - Melee attacks only. Damage increased. Haste - Slight buff to player movement speed. Penality when under the effects of jarate, bleed, milk, or daze. Repulsion - Enemy rockets, flares, and arrows are pushed away from the player. Installation Requires sdkhooks Copy materials, models and sound directories into respective tf mod folder. Copy plugins, extensions, gamedata, data into the respective sourcemod folder. Add to your server.cfg tf_allow_player_use 1, it is required! Alternatively add exec happs.cfg to your server.cfg, provides useful aliases for testing runetf. Currently, only stock maps have rune spawn points. But an in-game menu is provided to add spawn points to custom maps. cvars Code:
rune_enable Enables runetf game-mode User Commands Code:
+use players must have bound a key to +use Code:
!spawn_rune spawn a specific rune Use !spawn_rune when play-testing. Spawn Generator Runes do not spawn at random locations in the map. All spawn locations have a fixed origin, angle and force. Each spawn point has a unique number. There are two arrays, a global array and a disabled array. Periodically, as configurable by rune_spawn_interval, a random rune from the global array will be selected and spawned. You can group spawn points into named clusters. The !menu_rune command is the interface you should use to create new rune generators. It is a wrapper around most of the lower-level commands listed below. There is a third array, the working set, that is used when creating new spawn points. The working set is not saved to disk, and must be merged for changes to take effect. Code:
sm_gen list the contents of all three arrays Code:
sm_gen cluster create <cluster> Code:
sm_cluster <cluster?> list cluster membership and events Each spawn point has a boolean flag that assigns it's membership to the global array or disabled array when the map is started. (or new full round) Code:
sm_gen cluster <enable|disable> <cluster name> Change the startup membership of every spawn point in a cluster. To get an idea of what a cluster will look like, you can spawn an entire cluster at once. This is how I created the graphic in the logo. Code:
sm_gen cluster spawn <cluster> Spawn temporary runes from cluster Clusters can be tied to map entity outputs to create events that will do one of four actions:
Code:
sm_cluster <cluster?> display cluster events The event that is triggered can either be from an output of any classname, or a named entitiy of a particular classname. For example; Code:
sm_gen event blue_forward create Add ByEnt control_point_1 OnCapTeam2 Code:
sm_gen event center_ramps create Spawn ByClass trigger_capture_area OnEndCap When you are done, always make sure to merge and save your changes. Code:
sm_gen merge Copy working set into persistent arrays, overriding changes if id already exists. Optional Plugins The only required plugins are spawn_test, spawn_gen and the runetf extension. Code:
rune_vote Handles the !runes and !norunes vote commands, and rune_enable forwards. Source is located at github if you wish to contribute. Requires sdkhooks, steamtools, smlib, color.inc Updater required for plugin autoupdates. |
Re: RuneTF gamemode
I am currently looking for balance-testers and bug finders.
|
Re: RuneTF gamemode
wow sounds like a new awesome gamemode.... I will test it:)
|
Re: RuneTF gamemode
Very nice! I wanted to release something like that, but havent enough time and motivation
Good job happs! I'll definitely use this :up: |
Re: RuneTF gamemode
It would be better to generate the runes off of scanned / stored player locations automatically .. not near spawn rooms... And just vary the distances using adt array to keep track of old ones.
Also, almost nobody has +use bound in tf2, why not use in_attack3 or even a combination of keys like in_attack and in_attack2 ? Also the base quake poweup system of haste, invisibility, quad damage, regeneration, shield.. Etc would be great.. Also if you use physprops you can make the runes spawn/get knocked out of players and bounce and such when people die by teleporting them with velocity that the player recieves from their deathblow, which would look awsome.. I was going to write a mod like this ages agi, but never got around to it other than making the models and sounds :( |
Re: RuneTF gamemode
Aww can't wait till it works on Windows!
|
Re: RuneTF gamemode
Doesnt work for me. It says .smx files are not loading because extension is not working. Its driving me crazy, I think I installed everything alright. Help please.
|
Re: RuneTF gamemode
Works fine, but runes are simply being dropped on the floor. Don't they fly around like in the first picture? Or is that just a gimmick?
Quote:
|
Re: RuneTF gamemode
This looks promising gonna try this out on our test server. Ive been running war3source on tf2 for a long time our players have been wanting a new server with something different.
[05] <FAILED> file "runetf.ext.so": Extension version is too new to load (6, max is 5) |
Re: RuneTF gamemode
[14] <FAILED> file "runetf.ext.dll": Kan opgegeven module niet vinden.
means: [14] <failed> file "runetf.ext.dll": Can not find specified module. |
All times are GMT -4. The time now is 06:43. |
Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.