Hello all. First post :). Too bad it comes with this problem. I made a small map that I hope to publicly release once I iron out some of the kinks in it and it's intended to be a duel map. I tested the map offline with bots, usually in powerduel mode to keep it interesting. So today I'm thinking I'm done with the map and fire it up in duel mode for a change of pace and I get this problem - getting killed by an npc causes you to respawn instead of lose the round. Who needs force heal when you can just suicide your way back to full health? Death by "natural" causes still ends the round normally. Oddly enough, this problem only happens in regular duel mode, in power duel any bot/player vs. npc incidents work properly. I'm running patched, base JKA with a modest amount of files in my base folder, nothing I think would interefere. Can anyone help?
That's not the map, it's just serverside CVars giving you trouble. I have the same problem every time I want to test a duel map.
Try entering /fraglimit 1 and see if it helps any.
Well I tried playing with the fraglimit. For me at least it defaults to one (in duel mode), and it controls how many "frags" you need to complete a duel round. Killing an npc, killing the other player, or the other player dying by crusher or trigger_hurt adds a frag, but an npc-caused death does not...when the fraglimit is not reached, the killed player respawns. Also in powerduel mode, regardless of what the fraglimit is set to, the death of either team ends the round regardless, and no respawns whatsoever. So it seems like duel rounds are dependent on the frags but getting killed by an npc does not add a frag anywhere... While maybe granting some insight into the problem this still doesn't solve it but I feel like we're getting closer. Any further advice?
Yes, your surmise is correct.
Being killed by an NPC doesn't work because NPCs don't count as players - they are just mindless creatures there to run an AI script and chase you. If they kill you, too bad. If you kill them, you get a point. That's about it.
Now, if you REALLY need those NPCs, I'm sure scripts can come up with something evil and crazy that can make a makeshift duel system...
Damn that sounds difficult...I'm still figuring out radiant, haven't even configured BehavEd (that IS the right program, right?). Well thanks for the feedback. If you or anyone else could give me some ideas on how exactly to incorporate this into a script I'll hit up those scripting tutorials shortly after. I can't help but wonder if this code is already in the game since power duel uses elimination rules allready...
JediMurderer;4949007Damn that sounds difficult...I'm still figuring out radiant, haven't even configured BehavEd (that IS the right program, right?). Well thanks for the feedback. If you or anyone else could give me some ideas on how exactly to incorporate this into a script I'll hit up those scripting tutorials shortly after. I can't help but wonder if this code is already in the game since power duel uses elimination rules allready...
BehavED is the right program, yeah.
Here, this'll help get you set up: www.nab622.com/frame.php?page=tutorials/script_tuts/basic_scripting.html
Difficult? Somewhat, yeah. Although really, it's not too bad...actually, it's a lot of fun.
If you're wondering what the capabilities of scripts are, well, don't worry, they can completely change the way the game operates when you abuse them correctly. I've seen a script system that tests to see if the map is in the duel gametype, then overrides the default spawn system for JA and picks one of five locations in the map for players to duel in. Every round, it chooses another random location.
My guess is that something as simple as adding a point to the player who is still alive would work...is that what you're trying to do? It might be possible.
Bookmarked for tomorrow's light reading, thanks. Seems like a nice source, not one that I've found in my brief search for tutorials. I'll start messing around with BehavEd asap. Will post again once I...well have something to post :)
Allright I came up with this after playing around with behavED for a while: Have an inactive trigger_hurt that encompasses all of the player spawns (I have few, close-together spawns that are in an inaccessible area) and activate that trigger_hurt by the npc's victory script. It's kind of crude, spawning again and then instantly dying but that's all I can come up with. Also doesn't change the fact that killing the npc counts as winning the duel. Could anyone with the scripting skills necessary to make this work help me out? I can provide the map if needed and will include any contributors in the readme when I feel the map is ready for release.
Hate to say it, but we'll need to know what the NPCs are doing before it's possible to help...I'm not entirely sure, myself.
NAB622;4951314Hate to say it, but we'll need to know what the NPCs are doing before it's possible to help...I'm not entirely sure, myself.
Killing the player hopefully :p. Periodically an npc gets released into my map to make it harder to stay alive/end the duel faster.