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Castle Invasion mod, idea.


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Sshaddoww
Junior Member
Join Date: Sep 2008
Location: Sweden
Old 01-02-2012 , 08:09   Castle Invasion mod, idea.
Reply With Quote #1

Hi.
Two years ago, one night when I could not sleep. My brain was over-active. This resulted in this idea for a CS 1.6 modification that I still want to play and host on my server.
The idea is simple where CT team are the defenders. They defend a castle/military base against storming terrorists that are respawning and dieng in masses.
I want to recreate some kind of bloody battlefield infront of the castle. The terrorists will suffer heavy causalties before they can storm over the castle/base. This could be like the invasion of Omaha Beach in D-Day where attackers had very high casaulties.
_____________________________________________ _____
During 1 Round:
_____________________________________________ _____
The CT team:
CTs are the defenders.
200 Armor.
1 Respawn after death.
Limited amount of CT defenders. Max 10 on the defending team. That means 10 vs 22 in max battle.

The T team:
Ts are the attackers.
50 HP
0 Armor.
5 Instant respawns after death.
_____________________________________________ ______

Values like Armor, HP and team ratio should be configurable with cvar.

The CT:T team ratio must never be under 1:2 and max 1: 3 for the Ts.
After x rounds the teams are mixed so that fresh players get to defend the castle and its traps, meaning that they are switched to the CT team.

If a defender (CT) has a K : D ratio under 1:4 over an amount of time, he will be switched to attacker and a better fragger will take the defending position in the castle.
This should be configurable but the idea is that no CT is being AFK or Noob when CT need every man they can get.

Some kind of Camp-meter should be implemented for the Ts. either some plugin that already is created or a new script that forces the Ts to maintain the assault during the whole onslaught.
The terrorists have the usual bomb with them but this time there is no time for defuse. If the bomb is apted and hits the ground it will blow the castle and attackers will score.

For premium members, for e.g. VIP/Admins, they can have some flags.
Those flags will allow the premium players to get a Hook, Matrix-style jump with wav-effect (hearable by almost all), power-jump with wav effect.
They dont necesserily need to get all those special perks but there should be a flag system for it.

A special type of maps should be chosen for this type of gameplay, I know that there already are some that would suit for this mod. Maybe some mapper (myself?) will make maps for this modification.

For e.g. could a castle map have interiors and windows like this map: de_mirror

_____________________________
If we make some maths on this mod. A typical Loss Round for the terrorist would mean 20 players that have been fragged 5 times each and this would be a total of 100 fragged/headshoted terrorists on the lawn infront of the castle. This amount of fallen soldiers would add to the intensity and action of the mod.
______________________________

So know I want you experienced scripted modders to reply and answer how hard it could be to create this mod. How long time could it take to code a config, cvar, flags and gameplay-rules?
How much would it cost in euro if somebody would like to code this mod like a project for me, the employer?

Last edited by Sshaddoww; 01-02-2012 at 08:51. Reason: spelling
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eskemo
Senior Member
Join Date: Dec 2008
Location: Australia
Old 01-02-2012 , 08:39   Re: Castle Invasion mod, idea.
Reply With Quote #2

Heres a little bit of a start xD I like the idea don't know how well it will work so i made a start and hopefully a more advanced scripter / other scripters could continue on.
4 cvars
Quote:
ca_ct_health", "100");
ca_ct_armour", "200");
ca_t_health", "50");
ca_t_armour", "0");
PHP Code:
#include <amxmodx>
#include <amxmisc>
#include <cstrike>
#include <fun>

#define PLUGIN "Castle Invaders - Sub Plugin?"
#define VERSION "1.0"
#define AUTHOR "eskemo"

new ct_healthct_armourt_healtht_armour;

public 
plugin_init() {
    
register_plugin(PLUGINVERSIONAUTHOR)
    
register_event("ResetHUD","newRound","be");
    
ct_health register_cvar("ca_ct_health""100");
    
ct_armour register_cvar("ca_ct_armour""200");
    
t_health register_cvar("ca_t_health""50");
    
t_armour =register_cvar("ca_t_armour""0");
}

public 
newRound(id
{
new 
ctarmour get_pcvar_numct_armour )
new 
cthealth get_pcvar_numct_health )
new 
tarmour get_pcvar_numt_armour )
new 
thealth get_pcvar_numt_health )

    if(
cs_get_user_team(id) == CS_TEAM_CT && is_user_alive(id))
    {
        
set_user_health(idcthealth);
        
set_user_armor(idctarmour);
        
client_print(idprint_chat"CA : You are now a defender.");
    }else{
        
set_user_health(idthealth);
        
set_user_armor(idtarmour);
        
client_print(idprint_chat"CA : You are now a Terrorist.");
    }    

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Last edited by eskemo; 01-02-2012 at 09:59.
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Erox902
Veteran Member
Join Date: Jun 2009
Location: Never Never Land
Old 01-02-2012 , 11:00   Re: Castle Invasion mod, idea.
Reply With Quote #3

@eskemo
Code:
register_event("ResetHUD","newRound","be");
ResetHud is not the new round event!
Read this tutorial.
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eskemo
Senior Member
Join Date: Dec 2008
Location: Australia
Old 01-02-2012 , 17:42   Re: Castle Invasion mod, idea.
Reply With Quote #4

I am only new to scripting this is how i was showed sorry :/

Also

@Shadow
Quote:
_____________________________
If we make some maths on this mod. A typical Loss Round for the terrorist would mean 20 players that have been fragged 5 times each and this would be a total of 100 fragged/headshoted terrorists on the lawn infront of the castle. This amount of fallen soldiers would add to the intensity and action of the mod.
______________________________
That would add intense lag.
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Last edited by eskemo; 01-02-2012 at 17:45.
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drekes
Veteran Member
Join Date: Jul 2009
Location: Vault 11
Old 01-02-2012 , 20:10   Re: Castle Invasion mod, idea.
Reply With Quote #5

Quote:
Originally Posted by eskemo View Post
That would add intense lag.
Dead bodies will be removed after x time (client cvar).
You can block the ClCorpse message or hide dead bodies in another way.
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Originally Posted by nikhilgupta345 View Post
You're retarded.
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Sshaddoww
Junior Member
Join Date: Sep 2008
Location: Sweden
Old 01-08-2012 , 16:39   Re: Castle Invasion mod, idea.
Reply With Quote #6

I have found an already approved plugin that is what I would need. But with an modification.
This is the "Respawn Forever" plugin: http://forums.alliedmods.net/showthread.php?t=965
I need it to be the same but with a cvar so that CT respawn once and T respawn five times.
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