AAO25.com
Community => Games & Programming => Topic started by: LEEFFM on Wednesday, February 10, 2016, 12:55:47 PM
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i have made a Respawn gamemode mod for AA2.5!
Tested on LAN seems to work great.
- Unlimited Respawn
- 1v1 Respawn
- Auto Respawn 5 seconds after death.
- SpawnProtection for 10 seconds after respawn. (cant be killed)
If Assist added this mod all you would need to do is edit the server.ini (aa25srv.ini) and add:
[Engine.Engine]
DefaultServerGame=Assist_GamePlay.AGP_GameTeamObjectiveRespawn
[Engine.GameEngine]
ServerActors=Assist_GamePlay.Respawn_Main
AGP_GameTeamObjectiveRespawn.uc:
class AGP_GameTeamObjectiveRespawn extends AGP_GameTeamObjective;
state MatchInProgress
{
function CheckScore(PlayerReplicationInfo Scorer)
{
super(AGP_GameDeathMatch).CheckScore(Scorer); // allows respawn
}
}
Respawn_HumanController.uc:
class Respawn_HumanController extends HumanController;
var Respawn_main RM;
event PreBeginPlay ()
{
super.PreBeginPlay();
RM=Spawn(Class'Respawn_Main');
Level.bAllowRespawn = true;
}
state Dead
{
function BeginState()
{
super.BeginState();
Level.bAllowRespawn = false;
RM.settimer(5,false);
}
}
Respawn_main.uc:
class Respawn_Main extends Mutator;
var array<AGP_PlayerStart> Spots;
event PreBeginPlay()
{
Level.Game.BaseMutator.AddMutator(self);
Level.Game.PlayerControllerClassName="Assist_GamePlay.Respawn_HumanController";
Log("Original Mod by -{DG}-Crusade Modified by BnA.^ LEEFFM",'RespawnMod');
Log("Respawn_Main Loaded",'RespawnMod');
Level.bAllowRespawn = true;
}
function respawn(PlayerController Sender)
{
local AGP_PlayerStart StartSpot;
local byte i;
i = 0;
foreach Level.AllActors(Class'AGP_PlayerStart',StartSpot)
{
if (StartSpot.TeamNumber == Sender.PlayerReplicationInfo.Team.TeamIndex)
{
Spots[i] = StartSpot;
i++;
}
}
StartSpot = Spots[ Rand(Spots.Length) ];
if ( (Sender.PlayerReplicationInfo.bDead && Level.bAllowRespawn) || (Sender.PlayerReplicationInfo.bOnlySpectator) && Level.bAllowRespawn )
{
Sender.Pawn.Destroy();
Sender.Pawn = Spawn(Sender.PawnClass,,,StartSpot.Location,StartSpot.Rotation);
Sender.PlayerReplicationInfo.bOnlySpectator = false;
Sender.Possess(Sender.Pawn);
Sender.PawnClass = Sender.Pawn.Class;
Sender.ClientSetRotation(Sender.Pawn.Rotation);
if(Sender.Pawn.Class != None)
{
Sender.PlayerReplicationInfo.bDead = false;
Sender.PlayerReplicationInfo.bOutOfLives = false;
Sender.PlayerReplicationInfo.bIsSpectator = false;
HumanController(Sender).SetStartupStage(1);
Sender.bGodMode = True;
settimer(10,false);
enable('Tick');
}
}
}
function Timer()
{
local PlayerController PC;
foreach Level.AllActors(Class'PlayerController',PC)
{
if (PC.PlayerReplicationInfo.bDead)
{
Level.bAllowRespawn = true;
respawn(PC);
}else if (PC.bGodMode)
{
PC.bGodMode = false;
}
}
}
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Leeffm when can i juse it ! and how to puth it in !
Super that you do this :)
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It would have to be added to Assist by the Admins to be used with Assist.
i like the idea of Respawn untracked would be fun.
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It would have to be added to Assist by the Admins to be used with Assist.
i like the idea of Respawn untracked would be fun.
i can puth it on a cheat no honor but more good action !
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It can not be added as a ServerMod for a cheat/mod server by a Server Admin, If you want Respawn in Assist then the Assist Admins have to add it meaning you have to ask Assist to add it and there would probably have to be be a vote.
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ask it first its simple and faster!
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Its good for rushers like me. Some of the best fun I had was at the end of AA when respawn was every where.
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Ahahhhahahah trying to make it like bf3 or bf4
No thank you
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It would have to be added to Assist by the Admins to be used with Assist.
i like the idea of Respawn untracked would be fun.
Make ALL servers not to be tracked and I'll be happy lol
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Under certain circumstances and, if a map was built for this purpose, this would be a really neat thing to have officially added.
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A Respawn mode could be good for keeping new players, They would be able to play Respawn games until they got the hang of it and played tracked games.
Plus sometimes people just want to play the game and don't wanna wait lol.
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A Respawn mode could be good for keeping new players, They would be able to play Respawn games until they got the hang of it and played tracked games.
Plus sometimes people just want to play the game and don't wanna wait lol.
Totally Agree whit u dude gj on this 1 ;)
like to see this in assist.
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Due to AA's static spawns, respawn mod would simply boil down to spawn rape, especially since you have to ready your gun when you spawn in AA. You'd have the other team just sitting there killing people before they can even shoot back.
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Due to AA's static spawns, respawn mod would simply boil down to spawn rape, especially since you have to ready your gun when you spawn in AA. You'd have the other team just sitting there killing people before they can even shoot back.
You can be invinsible when you spawn. I think that's how it was back then
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Due to AA's static spawns, respawn mod would simply boil down to spawn rape, especially since you have to ready your gun when you spawn in AA. You'd have the other team just sitting there killing people before they can even shoot back.
I'm pretty sure there's a way to enable staticmeshes viewable by one team only. Simply, this would mean that a teams spawn might possibly be a room that the other team cannot enter.
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This gameplay is already prooft in the past for Border .the 3 difrend spawns will help you to get away from spawn place and jou have and so far i know the first 5 ore 10 sec you can't be hit in the old mod. Border will de full for sure .players will be happy action till you get tyred from gamin
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{
local Vector NewLocation = Pawn(?).StartSpot.Location;
NewLocation.X += 50;
NewLocation.Y += 50; //No need to mess with all 3 axis.
NewLocation.Z += 120;
Pawn = Spawn(PawnClass,,,NewLocation,StartSpot.Rotation);
}
Can use this to change the location in real time with config file, console command (Mutate) or even a random vector (who knows where the player will spawn).
http://romerounrealscript.blogspot.com.br/2011/10/using-vectors-in-unrealscript.html (http://romerounrealscript.blogspot.com.br/2011/10/using-vectors-in-unrealscript.html)
https://wiki.beyondunreal.com/Legacy:UnrealScript_Vector_Maths (https://wiki.beyondunreal.com/Legacy:UnrealScript_Vector_Maths)
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I feel the right spirit is comming hooah !
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The way crusade did it was he set God Mode true in the Respawn command and then set a timer, when the timer runs out God Mode turns to false.
Ive edited the original post to include it.
Tested on LAN, No known issues.
Additions to SOCOMPlayerController.uc:
class SOCOMPlayerController extends HumanController;
var SOCOMGameM SGM; //added
replication
{
reliable if ( Role < 4 )
respawn;
}
event PreBeginPlay () //added
{
super.PreBeginPlay();
SGM=Spawn(Class'SOCOMGameM');
}
exec function respawn ()
{
if (PlayerReplicationInfo.bDead)
{
UnPossess ();
Pawn.Destroy ();
Pawn = Spawn(PawnClass,,,StartSpot.Location,StartSpot.Rotation);
Possess (Pawn) ;
PawnClass = Pawn.Class;
ClientSetRotation(Pawn.Rotation);
if(Pawn.Class != None)
{
PlayerReplicationInfo.bDead = false;
PlayerReplicationInfo.bOutOfLives = false;
PlayerReplicationInfo.bIsSpectator = false;
SetStartupStage(6);
bGodMode = True; // added
SGM.settimer(10,false); //added
}
}
}
added SOCOMGameM.uc:
class SOCOMGameM extends Mutator;
event PreBeginPlay ()
{
Level.Game.BaseMutator.AddMutator(self);
}
function Timer ()
{
local PlayerController PC;
foreach Level.AllActors(Class'PlayerController',PC)
{
PC.bGodMode = false;
}
}
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It worked just fine when they had it before on bridge anyway. And yes there was a bit of spawn rape. But it also back fired and worked both ways.
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I remember these respawn games. They were great fun but it always went that way that one team trapped other in one area. Many spawn points would help in that but I would be carefull to use right maps for this where it works. :style:
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Original Post Updated.
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SO is it up and running or does it need aproved by the admins or what?
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You should be able to run it as an untracked mod.
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I thought that anytime you extend a GameInfo class, PlayerController class that it has to be included Clientside (i could be wrong lol). it would have to be added to the ServerPackages (in the Server.ini) for sure to work.
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I'm not sure. But I have seen respawn mods without having to have anything on the client side.
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yes i know there is a Server Mod i modified it (Posted in Games & Programming) so its a little better then the original, but this version would work the best and be a true Respawn GameMode.
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You got a server leeffm? Am sure Merlin would give it a go if not. Eh Merlin?
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Ive added the ServerMod version of the RespawnMod tothe UltimateMod i relaesed here:
http://aao25.com/forum/games-programming/ultimatemod-v1-1-release (http://aao25.com/forum/games-programming/ultimatemod-v1-1-release)!/
Ive added the UltimateMod to:
BnA.^ Brothers !n Arms Server | Minneapolis Respawn (the server is run on my laptop, not always up)
I cannot join my own server as my router does not allow NAT LoopBack :(
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Ad the moment the sec player can`t get in the server, so we must wait for solution sorry it take time and work to make it run !!!! wait for it :shock:
Be welcome to tryout respawn and pick a weapon on PUF CLAN BORDER so far so good thx to Mr. LEEFFM to make this work. Hope people will like it . ther will be possible more updates to make thing better . HOOAH !
(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fimagizer.imageshack.us%2Fv2%2Fxq90%2F923%2FDrEzja.jpg&hash=b5a083ae4dce92eafb8253e6dcd6a25d) (https://imageshack.com/i/pnDrEzjaj)
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After now trying out respawn agan on several maps. Border :Maap pipeline : Extraction. I can say and not only me that this is good fun and will bring action back on several game maps. I do hoop this will be a opening for Mr. Leeffm to team assist to listerning and work together in this. Respawn now has som issues and need for full working the help from assist. THX For gameplay Leeffm good luck =puf=vanoke
p.s. to get in respawn server when you are in push :W ore F2 with 8 players server can handle the situation 90%