09-12-2007, 06:54 AM | #1 |
Join Date: May 2007
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Juggernaut Idea
Juggernaut:
There are a few games with this idea which might work for TFC, but I'd like to hear ideas. The basic idea is deathmatch style with a one buffed player versus a team of weaker players. This can be accomplished through health or firepower. For the scores to work properly, I'd need two teams: Juggs and Jugg Hunters. Are they making the Hunted map so that snipers are a fraction of the total number of players on the server or just a set limit of five? I ask cause a fraction setting would allow me more than one Jugg in a full room. Secondly, I can designate soldiers and hwguys on the jugg team only but what I'd prefer to do is give the jugg regenerating life or more armor so that anyone could be a soldier. A good way to designate the jugg could be done with a flag carrier style (so if you kill him and pickup the flag you become the jugg) if I could figure out a way to turn off teams, which I don't think you can do normally. Any other ideas or thoughts for this map? |
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09-12-2007, 08:27 AM | #2 |
Nutcracker
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I'm going to make a bit similar mode to my king of the hill map. The only difference is that the teams are even (but only one player can be holding the flag at a time) and the player who is holding the flag isn't as much more powerful than the others as you described here. He will probably just have quad damage.
We have also played a hide and seek "mod" (a server side addon) for HLDM where one player is seeker with better weapons and more health and armor than the hiders. There's a time limit of about 5 minutes after which the hiders win if any of them is still alive. The hiders can also kill the seeker but it's very difficult. |
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09-12-2007, 06:38 PM | #3 |
Useless
Retired FF Staff
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Code:
----------------------------------------------------------------------------- -- includes ----------------------------------------------------------------------------- IncludeScript("base_teamplay") ----------------------------------------------------------------------------- -- Kill the Juggernaught. Don't get killed by the Juggernaught. ----------------------------------------------------------------------------- POINTS_PER_JUGG_DEATH = 10 POINTS_PER_HUNTER_DEATH = 1 TIME_JUGG_REGEN = 0.5 function startup() -- set up team names SetTeamName( Team.kBlue, "The Juggernaught" ) SetTeamName( Team.kRed, "Juggernaught Hunters" ) -- set up team limits SetPlayerLimit( Team.kBlue, 1 ) -- We only need one Juggernaught. SetPlayerLimit( Team.kRed, 0 ) -- Unlimited hunters. local team = GetTeam( Team.kBlue ) team:SetAllies( Team.kRed ) team:SetClassLimit( Player.kScout, -1 ) team:SetClassLimit( Player.kSniper, -1 ) team:SetClassLimit( Player.kSoldier, 0 ) -- Soldier, and... team:SetClassLimit( Player.kDemoman, -1 ) team:SetClassLimit( Player.kMedic, -1 ) team:SetClassLimit( Player.kHwguy, 0 ) -- ...Heavy only. team:SetClassLimit( Player.kPyro, -1 ) team:SetClassLimit( Player.kSpy, -1 ) team:SetClassLimit( Player.kEngineer, -1 ) team:SetClassLimit( Player.kCivilian, -1 ) team = GetTeam( Team.kRed ) team:SetAllies( Team.kBlue ) team:SetClassLimit( Player.kScout, 0 ) team:SetClassLimit( Player.kSniper, 0 ) team:SetClassLimit( Player.kSoldier, 0 ) team:SetClassLimit( Player.kDemoman,0 ) team:SetClassLimit( Player.kMedic, 0 ) team:SetClassLimit( Player.kHwguy, 0 ) team:SetClassLimit( Player.kPyro, 0 ) team:SetClassLimit( Player.kSpy, 0 ) team:SetClassLimit( Player.kEngineer, 0 ) team:SetClassLimit( Player.kCivilian, 0 ) AddScheduleRepeating( "Juggernaught", TIME_JUGG_REGEN, Juggernaught ) end function precache() -- I'm the Juggernaught, bitch! PrecacheSound("sounds/misc/ff_juggernaught/imthejuggernaughtbitch.wav") end function respawn_everyone() ApplyToAll({ AT.kRemovePacks, AT.kRemoveProjectiles, AT.kRespawnPlayers, AT.kRemoveBuildables, AT.kRemoveRagdolls, AT.kStopPrimedGrens }) end function player_killed( player ) ConsoleToAll( "player_killed" ) -- For when the Juggernaught dies. local player = CastToPlayer( player ) if player:GetTeamId() == Team.kBlue then ConsoleToAll( player:GetName() .. " was taken down!" ) BroadCastMessage( "The Juggernaught was taken down by " .. killer:GetName() .."!" ) local team = GetTeam( Team.kRed ) team:AddScore( POINTS_PER_JUGG_DEATH ) ApplyToPlayer( player, { AT.kChangeTeamRed } ) ApplyToPlayer( killer, { AT.kChangeTeamBlue } ) AddSchedule("respawn_everyone", 2, respawn_everyone) end if player:GetTeamId() == Team.kRed then ConsoleToAll( killer:GetName() .. " is the Juggernaught, bitch!" ) BroadCastMessage( killer:GetName() .. " is the Juggernaught, bitch!" ) BroadCastSound( "sounds/misc/ff_juggernaught/imthejuggernaughtbitch.wav" ) local team = GetTeam( Team.kBlue ) team:AddScore( POINTS_PER_HUNTER_DEATH ) end end -- Give everyone a full resupply on a reset. function player_spawn( player_entity ) local player = CastToPlayer( player_entity ) player:AddHealth( 400 ) player:AddArmor( 400 ) player:AddAmmo( Ammo.kNails, 400 ) player:AddAmmo( Ammo.kShells, 400 ) player:AddAmmo( Ammo.kRockets, 400 ) player:AddAmmo( Ammo.kCells, 400 ) player:AddAmmo( Ammo.kDetpack, 1 ) player:AddAmmo( Ammo.kGren1, 4 ) player:AddAmmo( Ammo.kGren2, 4 ) end -- Juggernaught? More like Wolverine amirite?! function Juggernaught() local c = Collection() c:GetByFilter({CF.kPlayers}) for temp in c.items do local player = CastToPlayer( temp ) if player:IsAlive() then if player:GetTeam == Team.kBlue then player:AddHealth( 3 ) player:AddArmor( 5 ) if player:GetClass == 3 then player:AddAmmo( Ammo.kShells, 30 ) -- just shells for the Heavy, kthx. else player:AddAmmo( Ammo.kShells, 10 ) -- shells, and player:AddAmmo( Ammo.kRockets, 5 ) -- rockets for the Solly. end end end end I don't even know for sure if that works, but we can try it.
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Look at all those dead links. |
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09-12-2007, 08:36 PM | #4 |
D&A Member
Join Date: Mar 2007
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Juggernaut, Circus. Fuck.
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09-12-2007, 10:34 PM | #5 |
When patch will out?
Join Date: Mar 2007
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wow. lua looks really fun.
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MAKE MORE ESCAPE MAPS Ingame: punkrock Idle and support #nozoom, #ff.pickup |
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09-12-2007, 11:18 PM | #6 |
Nutcracker
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Is it possible to modify the damage done by a player through the lua script?
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09-12-2007, 11:18 PM | #7 |
Alcoholic Artist
Join Date: Mar 2007
Location: Sweden
Posts Rated Helpful 2 Times
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Make the AC fire rockets for the juggernaut tbh
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09-12-2007, 11:22 PM | #8 | |
Useless
Retired FF Staff
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Quote:
__________________
Look at all those dead links. |
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09-13-2007, 01:41 AM | #9 |
Not choking. Yet.
Lua Team
Wiki Team Fortress Forever Staff Join Date: Jul 2007
Location: Scotland
Class/Position: Demo/Def - Spy/Off Gametype: Anything but yet more fucking CTF Affiliations: FF.AvD [FF AvD/ID guild] Posts Rated Helpful 0 Times
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This sounds a hell of a lot like the concept behind a mod for Half Life/Q1/Q2/UT called Holy Wars (which was itself a version of a mod called Headhunter, if I remember correctly), and it was pretty damn fun. Hope you get somewhere with this one, and you might want to look up the mod for some inspiration (though the HL version was pre-steam, and info might now be lacking on it).
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09-13-2007, 02:25 AM | #10 | |
lol
Join Date: Mar 2007
Location: Halfway sprawled out of a cardboard box at the bottom of a flight of stairs.
Posts Rated Helpful 2 Times
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Quote:
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09-13-2007, 02:42 PM | #11 |
Elder Scroll
Join Date: Mar 2007
Location: Cell Block 17
Posts Rated Helpful 13 Times
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Here's the Jubberboobs character model.
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09-14-2007, 02:29 AM | #12 |
Join Date: May 2007
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Thanks now i have one more fantasy Ive yet to try a 3 breasted woman.
Here is a Holy Wars link or two http://mods.moddb.com/1295/holy-wars/ http://planethalflife.gamespy.com/Vi...s.Detail&id=36 Seams like Head Hunter was a mode for Quake Team Fortress from what I could find. |
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