SyncR is a server-side SourceMod plugin for TF2 jump servers to assist rocket syncs.
Screencaps:
Technical demonstration:
http://www.youtube.com/watch?v=wqNsQ-erCd4 https://www.youtube.com/watch?v=zVh711KY-h4
Details:
Learning and executing syncs are tremendously difficult due to lack of visibility of the rocket due to aiming and ping limitations on a remote server. To mitigate these effects, the player must adjust their timing but learning this is inconsistent and difficult.
This plugin provides three visual and one audio feedback mechanisms:
- Visual
- The rocket time-to-impact is visualized via a colored laser emitted in front of the rocket (green to yellow and rose to red)
- Player body overlapping with an existing rocket changes the laser to blue, i.e. for triple syncs (cyan to blue)
- Crit rocket particles are attached to rockets launched sufficiently close to another
- Player predicted landing positions are visualized on the ground in the form a ring
- Distance to impact for the player and rockets are shown in a chart on the right of the screen
- Audio
- Similar to crit particles, upon firing a rocket amounting to a close sync to an existing rocket, a crit rocket sound plays. Test trials indicate this feedback to be very satisfying for some learning players.
Server ConVars:
Code:
syncr_laser [0/1] - Show colored laser pointer
syncr_laser_all [0/1] - Show colored laser pointer of all players using SyncR
syncr_laser_hide [0/1] - Hides laser pointers when looking up
syncr_chart [0/1] - Show distance to impact chart
syncr_ring [0/1] - Show landing prediction ring
syncr_crit [0/1] - Show sync crit particle
syncr_sound [0/1] - Play sync crit sound
syncr_rave [0/1] - Toggles disco/rave lasers for bored admins
syncr_warn_distance [Default: 440.0] - Imminent rocket impact distance to warn with red
syncr_threshold [Default: 30.0] - Distance required between rockets for crit feedback
Plugin dependencies: SourceMod 1.6.3+,
SMLIB,
Updater (optional)
Usage:
SyncR can be toggled by a player using
/syncr, while admins with the slay flag can toggle for a player using
/setsyncr <name>.
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Coding is done by me while the JumpBOT recordings from the videos were done by
Fractal and
Aurora.
The project code is open-source GPLv3 and available to be tracked at
https://bitbucket.org/GeominorAI/syncr
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Changelog:
Spoiler
0.8.8 - 5/2/2015- Fixed gravity-related bug hiding the prediction ring
0.8.7 - 5/1/2015- Removed debug write to console
0.8.6 - 4/30/2015 -
Downloads: sp (1), smx (2)- Fixed possible crash when activating SyncR
0.8.5 - 4/28/2015 -
Downloads: sp (2), smx (2)- Added distance to impact chart for the player character (PC) and rockets (R#)
- Added landing prediction ring for predicted player ground impact
- Enabled spectator view of a player using syncr laser, ring, and chart without requiring cvar syncr_laser_all=1
- Reduced server and client load by lowering refresh rate
- Fixed the occasional player unable to use syncr
- Fixed the command sm_setsyncr notifying the wrong player
- Removed need to set cvar syncr_laser_all for syncr_rave to be visible
- Increased default for cvar syncr_warn_distance=440
- Added cvars syncr_chart[0/1] (default 1) and syncr_ring[0/1] (default 1) to control visibility of the new prediction features
- Calculations of distance between rockets (to compare cvar syncr_threshold) now weighs horizontal (0.7) and vertical disparities separately (0.3)
0.7.1 - 11/28/2014 -
Downloads: sp (24), smx (26)- Fixed access permissions for toggling SyncR on other players
- Added admin command sm_setsyncr requiring admin slay flag
0.7.0 - 11/28/2014
- Fixed an occasional bug where rockets are missing lasers
- Tightened timings for syncr_threshold=30 and syncr_warn_distance=150
- Added cvar syncr_laser_hide [0/1] (default 1) that hides the lasers when looking up at rockets during a sync
- Added configuration file under cfg/sourcemod/syncr.cfg
- Added support for Updater
- Minor code cleanup
0.6.0 - 11/18/2014 -
Downloads: sp (13), smx (7)