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Next rune for runemod


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kaddar
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Join Date: Jul 2004
Old 08-07-2004 , 13:30   Next rune for runemod
Reply With Quote #1

I've recently released my rune mod and was looking for input, so I ask you, what runes would you like to see in a future version of rune mod plugin? Just to note, I don't want to add any rune that requires you to hit a button to activate (no +power1 commands) because I prefer to keep runemod simple so that anyone can join the server. Though it may be possible to make it activate via swinging your knife or maybe ducking, which I will do if I'm able to.
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deathbringer
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Join Date: Aug 2004
Old 08-27-2004 , 02:17  
Reply With Quote #2

your rune mod is nice as hell, best "powerup" mod so far, because it was simple. =]

hmmm lets see. maybe ones that -hp while giving u, infinite he grenades?
or a grappling hook if possible, those were always fun.
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SirTiger
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Join Date: Mar 2004
Old 08-27-2004 , 10:11  
Reply With Quote #3

UT2k4 style jumping. You jump and while you jump you can jump again 2 times in the air. CheezyPeteeza used some code that might be handy for you in his Bunnyhop plugin.
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sanaell
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Join Date: May 2004
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Old 08-27-2004 , 15:09  
Reply With Quote #4

clone rune : make a clone of you
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Twilight Suzuka
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Old 08-27-2004 , 18:21  
Reply With Quote #5

I made a beta of my plugin, Runes ADV, with about 32 runes, but you probably wouldnt like it.

Heres some of the stuff you might wanna add:

Read the below and then read this:
Rune levels. 5 rune levels, each one increasing the an aspect of the rune. Take invisibilty: level 1: limited time frame or limited invisibility.
Level 2: Longer frame, more complete invisibility
ect ect unti;
Level 5: Forever rune, complete invisibility.

You gain levels by collected runes of the same type as the one you currently possess.

Divide the Runes into catagories:
Earth, Fire, Wind, Light, Shadows, Water.

I'll get to why later.

However, each rune would fit into the catorgy by basically, what the catagory is like.

Light:
RESISTANCE - Doubles life
SEER - Knife allows you to see through opponent's eyes, looking at people slows them down
REGENERATION - slowly regenerates life to 150
DISMAY - Opponents lose life when attacking you
HEROICS - Every kill boosts your speed, pistols do double damage
SOUL - When you kill an opponent, your life is set to 100
INVISIBILITY - active when still with a knife
SHELL - Gain armor by doing damage

Darkness:
PHANTOM - Walk through walls, look at others to become partially invisible
KINETICS - Knife gives you flight, pistol pushes enemies backwards
VAMPIRISM - Steal a percentage of damage you deal
HUNTER - Knife instakills, no footsteps, armor regenerates
Dark Seer - See AMX Jedi Forces, enhances vision.
Lighting: When you fire, a lightning bolt is the first shot, knocking away all armor.
Grab - see force grab
Mind control - When ducking and having knive, you can control who you are looking at for 30 seconds, each moment losing a little bit of control and speed.

Wind:
Triplicate:
Creates models besides you in random fashion, within a specified range. When a bullet hits them, they disappear.

Body upgrade: Increases knive strength and speed, along with lessening fall damage, and slightly more height on movement.

SLOWMO - Slows down time for a few moments.

Push - Pushes away anyone with in 10 feet of you when you duck and then jump

Gravity Contol - Duck to activate. If your not looking at anyone, render your gravity 100 and friction 1, thus allow you to float and glide for up to 15 seconds. Point at someone and either render them -1 gravity or 5000.

Wind Sheild - Direct all bullets coming at you to a random vector towards you when using knive and not actively firing.

Fire:
SPREAD - First shot is normal damage. Second is +1 damage, third is +2, ect ect. Each shot increases the damage by one of the last. When you stop firing, it lowers as quickly as it goes up.

FireBall - Allows generation of homing rocket every 60 seconds. Fire by +alt1 and duck

STRENGTH - doubles damage you deal for all weapons

Fire Sheild - Sets anyone touching you on fire for ten seconds. Always active.

HASTE - doubles walkspeed

EARTH:
Earth is entirely unique idea's, all around the basis of a new type: Meditation.

NATURE - disarms all people within a certain range. Takes a tens econd charge, which will not allow the person using it to move or see.

Force Pulse - 3 second charge up, same as above, which knocks everyone within a radius back into the nearest wall, or failing that, a really really far distance.

Gravity disable - 5 second charge up, disables gravity locally, allowing you to snipe out the now floating advisaries.

You can get where I am going with this.
Also, ground crush, blind, faint, lots of area effect stuff. You get it.

WATER:

Water is a bit....strange as well.
All of waters attacks involve, not so much giving you an advantage, as giving your opponent a disadvantage

CHARGE - when running, you build up a charge, at max charge, a sheild appears, and you can hit people with it, killing them instantly. In various stages of charge, you can do damage as well.

Reverse Shield: Damage done to you is also done to your attacker, at a percentage.

Armor: Damage taken and given turns into armor

Transferance: Armor is turned into health. If HP < 100, HP is turned into armor at a percentage.

ect ect.

As you can see, you simply sort runes by their type:
Dark type runes go into shadows, like jedi mind control
Light types are those that aid the playter directly
Wind have to do with mobility and such
Fire is the things that dont fit into light or dark or wind
Earth is area effect
Water hurts your oppenets ability to hurt you


SECONDARY RUNE:

Allows you to keep two runes, by putting one into a storage array. You cannot use that rune, only primary is active, but you can increase its level, and switch it to primary, thus switching your primary to secondary.

Curses:
Look alike runes that do the opposite or near oppisote of the rune they look like. Basically, curses balance out the runes, and make increasing levels of runes a hard experience. They do not take up a rune slot.

Blessings: Look like runes, but do not take a rune space. Instead, they do a permanent upgrade
Example: Super Jump - Lowers gravity and when they jump, increases airspeed.

Disable:
Disables blessings and curses.

Blessings and curses are stored into a variable via bit, 1,2,4,8,16,32,64, ect. You simply add the number of the blessing or curse into the variable pertaining to curses or blessings, then you render it to expodential bits to find out which curses or blessings they have. You might want to add this syetm for other systems as well, since it works pretty well.

Thats the extent of what I was going to add but never did. Maybe you can use it.
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kaddar
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Join Date: Jul 2004
Old 08-28-2004 , 03:24  
Reply With Quote #6

Although the idea of having levels for each rune, and having different power for each rune being based on current level is interesting, I don't think it fits for runemod, because the idea is simplicity, and the idea is keeping it similar to quake1ctf thunderwave runes, and quake1dm relic rune mod

Secondary runes could be possible, if they were I'd only do it as a cvar, the reason I don't like the idea is that people would runehoarde, preventing even their teammates from getting the runes they don't use. There'd be less rune trading, where you get a good rune by dropping yours, then a friend who likes the rune you dropped but not the rune you picked up grabs your rune.

However you do have some interesting rune ideas, let's look at 'em

Quote:
Lighting: When you fire, a lightning bolt is the first shot, knocking away all armor.
There's a new rune called future rune coming soon after amxx .20 comes out, that makes like 20% of all shots also shoot out laser bolts, which do extra damage, plus the rune does some other stuff. I don't know how you'd define "first shot", so this rune seems pretty similar in the end.

Quote:
Dark Seer - See AMX Jedi Forces, enhances vision.
I haven't really looked over the jedi forces mods, so I can't comment on this rune yet.

Quote:
Grab - see force grab
I've only been force grabbed by a spectating admin, so I can't really comment on this on yet either, however I will say there will be two gravity based runes coming out: repel and vortex, repel pushes people away from you, vortex pulls them toward you. Niether allows you to control really where they go though so they aren't exactly the same. I'll look over how complex force grab is. I like to reprogram most abilities that other mods have to make sure they work the way I like, for example phantom, and the new hook rune I am working on, which is completely from scratch without looking at any hook runes previously.


Quote:
Mind control - When ducking and having knive, you can control who you are looking at for 30 seconds, each moment losing a little bit of control and speed.
If I programmed this, it'd have to be more like force grab, simply because I couldn't get see-as-other-people working, seer rune was originally supposed to let you look through other people in third person, but attach view wasn't working.


Wind:
Quote:
Triplicate:
Creates models besides you in random fashion, within a specified range. When a bullet hits them, they disappear.
I have a rune VERY similar to this one I had already made, called insanity, which spawns random players all around you, if you move, then they are destroyed and new ones are spawned randomly around where you are now standing. The problem is I can't figure out why their weapons aren't equipping and why their necks are in a weird direction (I've set view angle and weapon model.)

Quote:
Body upgrade: Increases knive strength and speed, along with lessening fall damage, and slightly more height on movement.
I made one like it, essentially it'd be a half haste half hunter rune, but I don't know if I'd do it yet.

Quote:
SLOWMO - Slows down time for a few moments.
I haven't figured out any way to make players shoot slower, so about all it'd do is slow everyone down for a few moments, winter, a rune I'm working on, will slow one player down for a few seconds though, so that'll be fun.

Quote:
Push - Pushes away anyone with in 10 feet of you when you duck and then jump
Repel rune will do this without ducking or jumping, however I don't recommend it on knife maps, that'd be boring

Quote:
Gravity Contol - Duck to activate. If your not looking at anyone, render your gravity 100 and friction 1, thus allow you to float and glide for up to 15 seconds. Point at someone and either render them -1 gravity or 5000.
You'll sorta be able to push people off stuff with repel, that'll be fun.

Quote:
Wind Sheild - Direct all bullets coming at you to a random vector towards you when using knive and not actively firing.
This wouldn't work for my mod the way I programmed damage if you have 1 life and were shot. In fact, you'd still be slowed down no matter what, it'd essentially heal you then shoot copies off in random directions... but I haven't taught myself to draw sprites yet, so I don't know if I'd even consider bullet runes

Quote:
SPREAD - First shot is normal damage. Second is +1 damage, third is +2, ect ect. Each shot increases the damage by one of the last. When you stop firing, it lowers as quickly as it goes up.
Not horrible, but pretty much just a different sort of strength rune. It has a strategy to it, but for the trouble of making this, I'd probably be able to make some cooler rune effects.


Quote:
FireBall - Allows generation of homing rocket every 60 seconds. Fire by +alt1 and duck
I'd probably make firing by knife swinging, and not homing (maybe uses charged by doing damage with other guns), but unless sawce wants donate his rocket launcher code for this, I probably won't

Quote:
Fire Sheild - Sets anyone touching you on fire for ten seconds. Always active.
It's too hard to get close to make the prime ability of this rune getting close



Quote:
NATURE - disarms all people within a certain range. Takes a tens econd charge, which will not allow the person using it to move or see.
It'd be too one-use and too annoying, I hate that switch weapons superpower, it's not all that fun and it's too strong, not really in the style of a rune. More of a superpower. Most runes have counter runes. Invsibility and phantom have seer, strength has invisibility as a counter, vampire and dismay cancel each other other, but what would stop a player from using this, anyways?


Quote:
Force Pulse - 3 second charge up, same as above, which knocks everyone within a radius back into the nearest wall, or failing that, a really
really far distance.
Repel is like this but constantly pushes people away who aren't on your team, and has a weaker version of kinetics push, but works with all weapons.


Quote:
Gravity disable - 5 second charge up, disables gravity locally, allowing you to snipe out the now floating advisaries.
Winter rune will freeze them, pretty similar end effect, though not similar way of doing it. This seems like nearly a +power1 type of thing. Wait for winter to see how it works.

Quote:
You can get where I am going with this.
Also, ground crush, blind, faint, lots of area effect stuff. You get it.
I was working on blind but then I realized that I hate flashbangs so bad that I would have to shoot myself after making it.



Quote:
CHARGE - when running, you build up a charge, at max charge, a sheild appears, and you can hit people with it, killing them instantly. In various stages of charge, you can do damage as well.
I'd like to create some sort of ammo build up system for multiple runes, IE: for every 10 damage you do, gain one ammo, the ammo would be used with your knife. I haven't really thought of what the ammo would be used for yet.


Quote:
Reverse Shield: Damage done to you is also done to your attacker, at a percentage.
you mean dismay? or like a shield dismay? Probably not interesting enough to have the players use it

Quote:
Armor: Damage taken and given turns into armor
Shell is damage given turns into armor, so it'd be like a beefed up shell? Not really worth it, I think.

Quote:
Transferance: Armor is turned into health. If HP < 100, HP is turned into armor at a percentage.
Probably wouldn't be all that helpful, especially if you picked it up with no armor, I like runes usually useful whenever you pick them up during a round.


So from this, I Take the best ideas:

-I should consider a system for having a charged attack built up somehow, either over time or by doing damage and then used somehow
-Consider making some kind of projectile weapon that uses charge system, such as a fire shooting system (instead of fire being given by fire shield, fire could be given by knife flamethrower), or consider rocket projectile
-I should consider the possibility of a knife damage 2x, speed 1.5x + some other undefined ability rune (maybe the triple jump idea?, it'd be called "ninja rune")
I should look at how jedi force grab works, and consider making a rune that allows you to throw players around you by looking at them and swinging knife.

Thanks for your input!


Runes I've been working on for 2.0:

Quote:
Experience rune - Every kill increases your speed, damage, regeneration abilities, not reset every round, reset every map. Starts at 0.
Winter Rune - Shoot someone to freeze them for a few seconds, shoot the ground to make an icicle which if anyone touches, they freeze for a few seconds. Frozen people can't move.
Degeneration Rune - If you damage an opponent, they slowly lose life until you lose the rune / die
Insanity Rune - There are 5 fake copies of you randomly around you. Stare at walls to regenerate life.
Future Rune - You have rocketboots, firing your gun has a chance to shoot laser bullets which do extra damage
Vortex Rune - Opponents are gravitated towards you, knife and shotguns 2x damage, damage gravitates them toward you as well.
Repel Rune - Opponents are repelled away from you, damage causes repel as well.
Commando Rune - 50% chance to not lose ammo, wall climb, no footsteps
Assassin Rune - You are invisible only while MOVING with the KNIFE out and no opponent is LOOKING at you
Hook Rune - You have a hookshot Gun for a knife
Time Rune - Swing your knife once to save a waypoint, swing again to return to it
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mahnsawce
Senior Member
Join Date: Apr 2004
Location: internet
Old 08-28-2004 , 04:13  
Reply With Quote #7

I've told you plenty of times on irc already.

omgwtfbbq rune. Render all walls invisible for the player, and aim for them.
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Old 08-28-2004 , 05:12  
Reply With Quote #8

Quote:
Originally Posted by mahnsawce
I've told you plenty of times on irc already.

omgwtfbbq rune. Render all walls invisible for the player, and aim for them.
He doesn't have to do that in a server-side addon. Everyone knows there are excellent client-side ones which are easy to setup, so why should he bother? (off topic)
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Twilight Suzuka
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Join Date: Jul 2004
Location: CS lab
Old 08-31-2004 , 11:37  
Reply With Quote #9

Because its cool.
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SirTiger
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Join Date: Mar 2004
Old 10-02-2004 , 18:45  
Reply With Quote #10

New requests:
1) Tripmine
2) Ludwig's missiles (lightweight port)
3) Custom weapons, ask sawce
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