gladarena311.zip —
This one fix the problem related to the last version.
Still, it's a good mod, bug-less this time. :)
__ ________________________ __ ( | USS VOYAGER HOLODECK MODIFICATION FILE |________________________||__) ) | __ (__| GLADIATOR ARENA VIII.I.I |__) __ __ (__| THE MODIFICATION |__) This modification begins where it ended back on EF 1.10: A Last-Man-Standing game with a fast gameplay, higly modifiable and with a match mode, where the addition of the points over a given number of rounds declares the winner. Now for EF 1.20! Last-Man-Standing means: Every player has one life. The goal is to survive all the other players. Gladiator Arena brings like the name says the Gladiator flavour to this type of game: Every player gets one weapon, by which he can defeat himself - or be hunted, because other players want that weapon to have more chances to survive! B-) The gameplay is increased, the weapons act faster - but this don't mean you gonna be fragged easier: The firepower is connected to the amount of players active in the arena. The more are playing the less power has a shot. So always have a look on how many players are alive and how good your health is... And - like in a real Gladiator Arena - the bodies of fragged players don't disappear... ;) The new version for EF 1.20 brings now teamplay to Gladiator Arena and the additional weapons of the borg. So with the borg glove for example you can configure a Gladiator Game where the players have to get very close to each other to get a frag... Gladiator Arena does not support Assimilation, Action-Hero and Specialties. CTF and 1v1 is also not supported. Instagib is supported, no XP needed to join the server. Gladiator Arena can handle all maps of the Single Player mode! NPC spawn points are converted to regular DM spawn points, all doors are unlocked and forcefields are off. If a spawn point did cut off a player from the rest, a emergency transporter is available to escape the dead map spot. Gladiator Arena is a complete server side modification. You can run a server and players can connect without having this mod installed! __ __ (__| THE RULES |__) 1. Each Player has one live. If you loose it, you're out of the game (but only for one round). After loosing your live you stay in as a spectator for the rest of the round. 2. * FFA-Rules for scores: The winner is the one, who survived all other players. The players are placed in the scoreboard by their time they survived in one round. In match mode after a configurated amount of rounds a second scoreboard with ranking by won rounds come up. The three best players of the match are shown on the podium. The Scoreboard shows the amount of won rounds of a player. * TDM-Rules for scores: The team has lost, that has no players left in the arena. By that the opponent team gets the point. The players are ranked by their frags they did. In match mode, the team with the most won rounds is the winner. The score of each player of each round is added to a total. The player with the highest score over all rounds is the MVP of the winning team. General match score rules: There are no tied matches. The last round of a match will be repeated until a winner (player/team) can be named. 3. You got one weapon by random from the beginning of the game. This will stay your weapon until you pick up a dropped weapon of another player who lost his live. Then you can switch. There are no weapons and no ammo spawned in a level! Your ammo is unlimited. What weapons are available and how they are given away can be configured. Look into the variables section of this readme to learn how this works. 4. It is not allowed to join a running round. Rejoining from the spectators is not possible and connecting players while a running round will first join the spectators. __ __ (__| THE DISPLAY |__) FFA - Match off: Scoreboard: - Amount of outlived players until a player did die. Scoredisplay: - Amount of players alive FFA - Match on Scoreboard: - Amount of won rounds of a player Scoredisplay: - Amount of won rounds of the two best players Match-Scoreboard: - Amount of won rounds of a player TDM - Match off: Scoreboard: - Scores by frags Scoredisplay: - Amount of players alive of each team MVP: - Best player by frags of winning team TDM - Match on: Scoreboard: - Scores by frags Scoredisplay: - Amount of won rounds of each team MVP: - Best player by frags of winning team Match-Scoreboard: - Scores by frags over all rounds Match-MVP: - Best player by frags over all rounds of winning team __ __ (__| CHANGED STUFF |__) WEAPONS: * The damage done by weaponfire belongs to how many players are in the game. The more players are in active the less damage weaponfire does. * The pauses between each shot of a weapon are reduced. * The borg weapons are available as regular weapons. * Phasers are dropable. * Tripwires of Grenade Launcher can be activated, they are on by default. In this mode a launched mine has a sensor wire that let explode the mine on contact. Only 10 mines are active at one time for one player. * Arc Welder has less power, its alternative shot moves slower. * Main shots of Borg and Stasis-Weapon moves faster. GAMEPLAY: * Before a game starts a warmup is done, which explains in a very short way the rules of this modification. This warmup will come up only when a new player had joined the game. If no new player had joined, there will be only a short warmup every round to ensure that all players are reconnected when the game begins. * While warmup players can fly around the map and have no weapon. * A player after loosing his live will immidiatly join the spectators. * No body will be "beamed off". A dead body stays in the level until it is restarted. * The holointro is off. * There is no fraglimit. * A reached timelimit will restart a round. * With each frag a message tells how many players in general (FFA) or of the fragged players team (TDM) are left. * Computer messages for alive players on a frag. * Computer message on setting a Detpack and destroying it. * Music on last two alive players who fight for the victory. * Holdables (like Detpack or Transporter) are dropped of a fragged player. * The speed (g_speed) of the player movement cannot be set to a lower value than 300. By this players should move fast enough to escape from shots. SERVER-HANDLING: * Full support for all single player maps! - Escape transporter are available for players spawned in an area of a SP map, that has cut the player off the rest. The transporter is available by the console command "escape". Only every minute this transporter is available. - Door sounds are taken ambiente specific to the map type (Voyager, Borg, Forge etc.) - Health items are spawned. * CTF server run as TDM server. 1v1 server run as FFA server. * New server variables to configure Gladiator Arena * New server commands for match controlling: "match_restart", "nextmatch" and "matchrounds" - available for voting. * New server commands for weapon controlling: "weapons", "ammomode", "weapongiveaway", "firemode", "instagib" * Optional simple vote for public servers: Players can only vote for a new map. * Callvote for match_restart, nextmatch, matchrounds, g_speed. * If a new map is loaded by vote, the current running round (game) of a match is restarted. * Empty names are not allowed (like "^2 "), players are named "John Doe" then. * Players with a ping of 999 get kicked after one minute. BOTS: * Bot-AI: - bugfix: Weapon specific botproperties reactivated - Bot AI more aggressive - DM Bot AI for assimilator and borg weapon __ __ (__| KNOWN BUGS OR CRITICAL BEHAVIOURS |__) These issues here will be corrected in the following releases of Gladiator Arena: * Connecting clients join a round after a map restart with a ping of 999, even the connect isn't finished (Bug of EF 1.20). * A match can end with tied players if the match winner leaves the server or goes to spectators while the scoreboard of the last round. * There is no first person spectator in "Elimination" mode (caused by "Elimination" code of EF 1.20). * Bots don't move proberly with jetpacks while warmup sequence. * Sometimes the winning Gladiator gets killed by a detpack, but still is called "survivor". * In One Player mode the after match menu don't appear, where you can decide to replay the current map or switch to another one. * The rewards of the last round are repeated on the matchs scoreboard. * Computer messages can overlay each other. * Tied message if teams have same scores, even one team survived the other. * Specialities and 1v1 are not supported. __ __ (__| TIPS |__) 1. To prevent the ugly EF 1.20 item pickup sound effect, where you hear the pickup sound many times instead only one time, set the item pickup prediction off. You can do this by setting a variable via the console: /set cg_predictitems 0 Now you will only hear the pickup sound always once a time, as it is supposed to be. This is a bug of the client, where the pickup sound is restarted every frame (nearly 20 frames per second) as long as the item isn't removed (stated "picked up by a player") by the server system. If a player has a ping of 200, the pickup sound is restarted for 400 ms until the picked up item dissappears from the map. This is an ugly bug of the item pickup prediction system of EF 1.20, which cannot corrected server side only. __ __ (__| SERVER COMMANDS |__) ---------------------------- match_restart > Resets all scores to 0 > The match begins with round 1. ---------------------------- nextmatch > Resets all scores to 0 > The next map is loaded > The match begins with round 1 ---------------------------- matchrounds <n> > Sets a new amount of rounds to a match > Resets all scores > The match begins with round 1 > Without any parameter an information about a running match is printed ---------------------------- instagib [yes|no] > Sets instagib mode on/off > Restarts map or match Examples: To set Instagib on: "instagib yes" To switch Instagib on or off: "instagib" ---------------------------- weapons <weapon-ids> > Sets the available weapons <weapon-ids>: Weapon-IDs in an array, see Appendix Examples: To set the IMod, Compression Rifle and the Stasis: "weapons IRS" To set only the Borg Assimilator: "weapons A" To set the default configuration (all weapons without Phaser and Assimilator): "weapons" ---------------------------- ammomode <weapon-ids> <mode> > Sets the ammo handling mode of weapons <weapon-ids>: Weapon-IDs in an array, see Appendix <mode>: "unlimited" - Weapon has unlimited ammo "cooloff" - Ammo decreases to 0, and refreshes while weapon is not used. Examples: Ammo mode of Quantum Burst and Dreadnought to cool-off mode: "ammomode QD cooloff" Ammo mode of IMod to unlimited ammo: "ammomode I unlimited" ---------------------------- firemode <weapon-ids> <mode> > Sets the fire mode of weapons <weapon-ids>: Weapon-IDs in an array, see Appendix <mode>: "both" - Weapon has both fire modes "main" - Only main fire "alt" - Only alternative fire Examples: Compression Rifle and IMod have only alternative fire: "firemode RI alt" Quantum Burst has only main fire: "firemode Q main" Borg Weapon and Phaser have both fire modes: "firemode BP both" ---------------------------- weapongiveaway <mode> > Sets how the weapons are given <mode>: "random" - randomly "cycle" - first weapon by random, then cylced so everyone gets mostly a different one "one" - one weapon by random that every player gets Examples: Every player gets the same weapon, randomly choiced: "weapongiveaway one" APPENDIX: * These are the IDs of a weapon as parameter: P - Phaser R - Compression Rifle I - Imod C - Scavenger Rifle S - Stasis G - Grenade Launcher T - Tetrion Disruptor Q - Quantum Burst D - Dreadnought A - Borg Assimilator (glove) B - Borg Weapon __ __ (__| PLAYER COMMANDS |__) escape (only available in SP maps!) > Gives a transporter to the player to escape a deadly area of a SP map __ __ (__| SERVER VARIABLES |__) --------------------------------------------------------- - Cfg-Var: g_mod_NoOfGamesPerMatch Values: "0" / "1" / ... Default: "0" Server-Info This variable sets the amount of rounds that one tournament match will include. If the value is more than 0 (zero), three things will change: 1. In Warmup you will see instead of "let the game begin" the message: "let game x of y begin" where x is the actual round and y the total amount of rounds to play before ranking is done. 2. After the last round a second scoreboard comes up where all players are ranked by their won rounds. The three first players are placed on podiums. After that all scores are deleted. 3. Before the first round of the next match the "nextmap" command is executed so map-cycling is available in this mode. 4. If there is no winner after the last round it is replayed until a winner can be named. !!! Can also be set by server command "matchrounds". --------------------------------------------------------- - Cfg-Var: g_mod_Instagib Values: "Y" / "1" / "N" / "0" Default: "0" Server-Info Turns on/off Instagib mode. "Y" / "1" - Instagib on "N" / "0" - Instagib off !!! Can also be set by server command "instagib". --------------------------------------------------------- - Cfg-Var: g_mod_WeaponAvailableFlags Values: "NNNNNNNNNNNN" ... "YYYYYYYYYNYY" Default: "NYYYYYYYYNNY" !!! Not available in Instagib-Mode This describes the weapons available for the g_mod_WeaponGiveAwayMode. 'Y'/'1' -> Weapon is available 'N'/'0' -> Weapon is not available Every character in this string stands for a weapon in the following order: 1. Phaser 2. Compression Rifle 3. I-Mod 4. Scavenger Rifle 5. Stasis 6. Grenade Launcher 7. Tetrion Disruptor 8. Quantum Burst 9. Dreadnought 10. Hypospray (not available) 11. Borg Assimilator (glove) 12. Borg Weapon Example: * Only C.-Rifle, I-Mod and Launcher: seta g_mod_WeaponAvailableFlags "NYYNNYNNNNNN" !!! Can also be set by server command "weapons". --------------------------------------------------------- - Cfg-Var: g_mod_WeaponFireFlags Values: "000000000000" ... "222222222022" Default: "000000000000" !!! Not available in Instagib-Mode This describes the firemode available for each weapon. '0' -> Both fire modes '1' -> Only main fire '2' -> Only alternative fire Every character in this string stands for a weapon in the following order: 1. Phaser 2. Compression Rifle 3. Imod 4. Scavenger Rifle 5. Stasis 6. Grenade Launcher 7. Tetrion Disruptor 8. Quantum Burst 9. Dreadnought 10. Hypospray (not available) 11. Borg Assimilator (glove) 12. Borg Weapon Example: * Only alternative for Stasis and Dreadnought: seta g_mod_WeaponFireFlags "000020002000" Example: * Only normal for C.-Rifle Sc.-Rifle, and Burst only alternative for I-Mod and Stasis: seta g_mod_WeaponFireFlags "012120010000" !!! Can also be set by server command "firemode". --------------------------------------------------------- - Cfg-Var: g_mod_WeaponGiveAwayMode Values: "0" / "1" / "2" Default: "0" !!! Not available in Instagib-Mode ! This works together with: g_mod_WeaponAvailableFlags Value "0": Weapons are given by random choice Value "1": The same weapon is given by random choice to all players. By that the weapons change for every round but stay the same for all players. Value "2": Weapon are given in a cycle, so that every player gets another one. The first weapon given is selected by random choice. !!! Can also be set by server command "weapongiveaway". --------------------------------------------------------- - Cfg-Var: g_mod_WeaponAmmoMode Values: "000000000000" ... "222222222022" Default: "000000000000" !!! Not available in Instagib-Mode This describes how the ammo is handled for each weapon: Value "0": The ammo is unlimited and fully available Value "1": The ammo is unlimited but every weapon needs a recharge-time like the Phaser. Now players cannot fire for an unlimited time. Every character in this string stands for a weapon in the following order: 1. Phaser 2. Compression Rifle 3. Imod 4. Scavenger Rifle 5. Stasis 6. Grenade Launcher 7. Tetrion Disruptor 8. Quantum Burst 9. Dreadnought 10. Hypospray (not available) 11. Borg Assimilator (glove) 12. Borg Weapon !!! Can also be set by server command "ammomode". --------------------------------------------------------- - Cfg-Var: g_mod_WeaponFireMode - disabled --------------------------------------------------------- - Cfg-Var: g_mod_WeaponDamageMode - disabled --------------------------------------------------------- - Cfg-Var: g_mod_HealthAvailableFlag Values: "Y" / "1" / "N" / "0" Default: "Y" !!! Not available in Instagib-Mode Value "Y" / "1": Health pickups will be spawned in a map. Value "N" / "0": No health pickups are spawned. --------------------------------------------------------- - Cfg-Var: g_mod_PowerupsAvailableFlags Values: "NNNNNNNNNNNNNN" ... "YYYYYYYYYYYYYY" Default: "YYYYYYYYYYYYYY" Here now can be decided which powerups will be avail- able as pickups in a map. 'Y'/'1' -> Powerup is available 'N'/'0' -> Powerup is not available Every character in this string stands for a powerup in the following order: 1. Quad 2. Battlesuit 3. Haste 4. Invisible 5. Regenerator 6. Flight 7. Seeker 8. Redflag 9. Blueflag 10. Ouch 11. Disintegrate 12. Ghost 13. Explode 14. Arcwelder Disintigrator --------------------------------------------------------- - Cfg-Var: g_mod_HoldableAvailableFlags Values: "NNNNN" ... "YYYYY" Default: "YYYYY" Here now can be decided which holdables will be avail- able as pickups in a map. 'Y'/'1' -> Holdable is available 'N'/'0' -> Holdable is not available Every character in this string stands for a holdable in the following order: 1. Transporter 2. Medkit 3. Detpack 4. Shield 5. Decoy --------------------------------------------------------- - Cfg-Var: g_mod_ArmorAvailableFlag Values: "Y" / "1" / "N" / "0" Default: "Y" !!! Not available in Instagib-Mode Value "Y" / "1": Armor pickups will be spawned in a map. Value "N" / "0" : No armor pickups are spawned. --------------------------------------------------------- - Cfg-Var: g_mod_SimpleWarmup Values: "Y" / "1" / "N" / "0" Default: "N" Value "Y" / "1" : Always short warmup of 8 seconds Value "N" / "0" : Complete Warmup of 30 seconds with simple mod rules on new players and nextmatch / new map --------------------------------------------------------- - Cfg-Var: g_mod_PlayWelcomeMessage Values: "Y" / "1" / "N" / "0" Default: "Y" Value "Y" / "1" : A cool taunt is played on the beginning of a game. Value "N" / "0" : No taunt played. --------------------------------------------------------- - Cfg-Var: g_mod_PlayComputerMessages Values: "Y" / "1" / "N" / "0" Default: "Y" Value "Y" / "1" : The computer announces the amount of alive players on each frag. Value "N" / "0" : No announcement done. --------------------------------------------------------- - Cfg-Var: g_mod_PlayCountdownMusic Values: "Y" / "1" / "N" / "0" Default: "Y" Value "Y" / "1" : If only two players are left in the arena, a music is played. Value "N" / "0" : No music is played. --------------------------------------------------------- - Cfg-Var: g_mod_UseTripwiresMode Values: "0" / "1" / "2" / "3" Default: "1" !!! Not available in Instagib-Mode Decides, how the Tripwire-Mode for the Grenade Launcher is activated in the Arena. On activated Tripwire mode the launched mine of the alternative shot explode on contact with its sensor wire. Value "0": No Tripwires are used, the Grenade Launcher has its regular alternative shot. Value "1": The alternativ shot launches grenades with Tripwires. Value "2": Tripwire Grenades of the Launcher are activated by random choice. Value "3": Tripwire Grenades are switched on every second round. __ __ (__| HOW TO INSTALL |__) * First of all: You need the installed Patch 1.20 or the Expansion Pack. This won't work with EF 0.28, EF 1.10! * Extract the ZIP-File contents with full pathnames into your Elite-Force basefolder - like "C:\STVOY". After that you should have a folder named "gladiator" and a batch file named RUNGLAD.BAT (and this readme). * There a three ways to run this modification: 1. Start Elite Force Holomatch as usual and activate the modifi- cation in the MOD list. The entry is called "Gladiator Arena vn.n.n", where "n.n.n" is the current version of this modification. Please be aware: Since this is a complete server side modification, you will only recordnize Gladiator Arena if you start a game, the menus won't change after activating Gladiator Arena! 2. Run Elite Force Holomatch from the command prompt by typing: "stvoyhm +set fs_game gladiator" 3. ...or just by the installed batch file: "runglad" __ __ (__| HISTORY|__) ----------------------------- 15.06.2002 VIII.I.I * Bug Fixes: - No map restart on only one or no active players while warmup. This has caused a internal loop after a map load sometimes so the server was out. ----------------------------- 08.06.2002 VIII.I.0 * New features: - Tripwires of Specialities for Grenade Launcher activated - A taunt message on every map start - The computer counts the players alive on each frag. - Computer message "Warpcore breach imminent" on placing a detpack, message "Breach prevented" on destroying it - music when the last two players fight to be the survivor - Holdables of a fragged player are dropped (like the Detpack or the Transporter) - Players with empty names (like "^3 ") are renamed to "John Doe" * Changed features: - Weapon power of Arc Welder (Dreadnought) reduced by 40% - Arc Welder alternative shot moves slower - Main shot missiles of Borg and Stasis Weapons fly faster now - Server command "matchrounds" without any parameter gives an information about a running match - g_speed minimum value is 300 * Fixed bugs: - Counting of alive players didn't worked properly if two or more players died in a timeframe of one second. * New CVars - g_mod_PlayWelcomeMessage - g_mod_PlayComputerMessages - g_mod_PlayCountdownMusic - g_mod_UseTripwiresMode ----------------------------- 25.05.2002 VIII.0.0 * Completly reprogrammed * New features: - !!! Version for EF 1.20 - all other versions run only under EF 1.10 and EF 0.28! - TDM - Matchmode for TDM - Instagib-Mode - Full SP map support > NPC spawn points converted to DM spawn points > No Forcefields > Doors unlocked > Doorsounds map specific > Hypo-Health items spawned - Escape Transporter for SP maps (player command "escape") - Borg weapons - Server commands: > match_restart > nextmatch > matchrounds <n> > instagib > weapons > ammomode > weapongiveaway > firemode - Simple Vote for public servers (maps only) - CTF is now TDM / 1v1 is now FFA - bugfix: bot_minpayer handling - Bot AI for borg weapons, more aggressive, bugfix weaponprop. * Deleted features: - Most variables are not available to vote anymore (they weren't needed) * Cosmetics: - Message "<n> Gladiator of team <x> left" in TDM mode - Different scoreviews for gametypes/match - Hint-Message in SP maps for the "escape" command - Jetpacks and Hypo while warmup ----------------- 12.04.2001 V2.01 * Removed bugs: - No falling damage in Instagib-Mode - g_mod_WeaponAmmoMode votable --------------- 08.04.2001 V2.0 * Cosmetics: - "let the game begin" message also at short warmup - MOD-Welcome-Message at map load (if no map message is set) * New features: - Weapons (damage/firemodes/firetimes) configurable (see variables) - Tournament (Match) Mode with special scoreboard - Map-Cycling - g_speed votable - Modification vars votable - Instagib-Mode (see variables) - Powerups/Holdables/Health-Pickups switchable (see variables) - Recharge-Mode for all weapons (equal to Phaser) (see variables) - Server vars: g_mod_WeaponFireMode g_mod_WeaponDamageMode g_mod_WeaponAvailableFlags g_mod_NoOfGamesPerMatch g_mod_WeaponFireFlags g_mod_PowerupsAvailableFlags g_mod_HoldableAvailableFlags g_mod_HealthAvailableFlag g_mod_ArmorAvailableFlag g_mod_WeaponAmmoMode * Deleted features: - Server vars: g_mod_NoNewWeaponHandling g_mod_WeaponToGiveAwayId --------------- 18.03.2001 V1.6 * Bugfixes: - No "tied for lead" message at the scoreboard anymore * Cosmetics: - Mod.-"Welcome" Message only for the first time after client has connected - Connected players while a game are always listed at the bottom of the scoreboard - No "... entered the game" message - At warmup players always get the phaser * New features: - Now configurable by server variables --------------- 09.03.2001 V1.5 * Bugfixes: - The last player cannot die anymore and join the intermission as spectator (and stay in this mode until the next game is finished) - The computer messages "You have taken/lost the lead." do not come up anymore while a game. - If only bots are left on a server their scores are reset to null. - At the scoreboard the bots won't come up with their winning chat message even if they had lost a game. - At the scoreboard the time of spectators and connected players while a game won't be listed. * Cosmetics: - At warmup players always get the compr. rifle. - A weapon lost by a player won't disappear anymore. It will stay until picked up. - Warmup time is a few seconds shorter now. - MOD-Infos are showen by server vars. - MOD folder is renamed from "ffa_gladiator" to "gladiator" for better viewing in the server list. --------------- 24.02.2001 V1.0 * First release... __ __ (__| CONTACT |__) Well, I hope you like this little modification. If you have suggestions or a bug to report, please don't hesitate to contact me via this email address: [email protected] The newest version can be downloaded from this homepage: http://www.gladiator-arena.de.vu A big "Thank you!" goes to the {MAC} Clan who always had run a Gladiator Arena server under EF 1.10 and which had the idea and the wish for a Gladiator Arena under EF 1.20. I did this for you guys! :) Bye! __ _______________________________ __ (__||_______________________________| PROGRAMMED BY LT. CMDR. SALINGA |__)
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