UE1 - UT UT99 Team Specific Spawn Area: Protection from base-rapists

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R3plicant

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UT99 - Strangelove. Sorry it's not directly related to JailBreak, but it's a team game anyway.


Hey guys,

I figured someone here might know of an online-friendly, (aka so it works online in multiplayer games), method of making a spawn area safe from enemies fire, aka spawnkillers / base-rapists.
I hate it when some lamer decides he/she wants to get some cheap points or to just wind everyone else up by persistently base-raping the spawn area - spawn-protect or not.
My idea was initially to set up a TeamTrigger, (assisted by a Special Event - Killinstigator), whereby the idea was if an enemy fired at, (from outside the triggers radius), the spawn area, that they'd be instantly killed, aka, 'Fire n Die'. It'd deter wannabe spawnkillers for sure IMHO - but this method failed; miserably, it'd kill both owner team AND enemy despite the settings I made in Unrealed 2. FAIL.
The result was both teams, (in one spawn area), would die if they fired their SLV's inside the triggers area, whether it was firing it normally or trying to leap onto their SLV to fly out of the spawn area, (far from ideal), and also it was impossible for anyone, inc' owner team, to leap onto an SLV without dying, but firing a YellowJacket, (yes we still use those), had no effect,......... which I want it to. NO firing of ANY kind from wannabe spawnkillers / base-rapists.
So - my next idea was to have either a TriggeredZonePropertyChanger so it killed all the wannabe spawnkiller / base-rapists own team wherever they were in the map, (that'd make 'em popular lol :D),... I'd really like to punish the would-be attacker so as to teach them a lesson. ;)
I want it so the enemy trying to fire into their opponents spawn area will die instantly, aka 'Fire n Die' or maybe to kill all their team-mates if they tried to get cheap points.

Any proven-to-work-online ideas much appreciated. Thanks.


You can contact me at wildimagination2003 AT yahoo . com.
P.s Sorry to rush you, but I'm overdue on the maps deadline, I have a new deadline I must keep; the 30th of July 2009, to release the map. It's 99% complete, I just have this one thing left to do.

R3plicant.

unrealed 2, spawnkill, trigger, SpecialEvent, Fire n Die, UT99, Strangelove
 

Wormbo

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What about team turrets? E.g. on CTF-FinalFace the spawn areas are protected by minigun turrets. (There are separate spawn areas for each team, right?)

Since this isn't about Jailbreak, I'll move it to the general mapping forum.
 

R3plicant

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Re: Team Turrets

Hi Wormbo! :) Ha, Long time no see! :)

The spawn areas are indeed separate yes, opposite ends of the map to be more accurate. The idea of team turrets did briefly cross my mind but I seem to recall fairly quickly deciding against them because they'd really look and feel out of place. It'd be like adding a 5ltr Yamaha outboard motor to an Aston Martin Vantage V8.
The map looks really great, (plays well too surprisingly), and its styling wouldn't lend itself well to having the old-looking military-like turrets or cannon. I suppose if there was a working, (I like things that work when I want them to :D), new animated mesh that looked like it was designed with the map in mind, then maybe - though as I type this, I'm in #unrealed now talking to Davros about why the current test set-up is being so freaky. We may or may not have it sorted by the end of the day.
Failing that may I ask you for help? (again,.. :D), I don't intentionally make maps that need your help, honest to god I don't,.. I just end up having a situation where the maps I create need [or I feel a need to request] specialist help, sorry about that. The guy who's co-creating maps for the SMP2 Map Pack is making a full 720p HD vid; if you'd like your name mentioned with a link to your homepage; that can easily be done, not a problem. :)
Anyway,. Davros and I are going to discuss this problem further; if we can't come up with a working solution by the end of the day, I can email you?
I'll keep you updated throughout the day - oh and sorry for posting in the wrong area, wasn't overly sure where was best; that's what happens when I post messages in the early hours. Soz.

Regards, R3p. :)
 

Wormbo

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I'd say TeamTrigger + SpecialEvent(KillInstigator). You can't make the trigger TT_Shoot though, as that would block any projectile, regardless of team. AFAIK there's no way to do team-specific projectile/trace blocking.
 

R3plicant

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Team-Friendly zone?

Thanks for getting back so quickly Wormbo, much appreciated. :)

I just mentioned this idea to Davros in irc: A zone that was safe for one team,. but caused damage or instant death to the other.

Would that be implementable to work online? I remember your excellent SlowVacuumZone - could that be modified thus; No actual, 'fatness', being applied to the player model, but it [on-screen] acted like the reddening effect seen as if the player were being depressurised, and it also gave a message mid-screen, flashing directly to the player saying they should keep away from the spawn area they were in the vicinity of, and a configurable-in-unrealed distance-from-zone, (ie high number means wider radius from zone etc in UU), effect on the player like perhaps increase damage-per-sec the closer they got to the zone, (even if they were outside it), or simply change the on-screen warnings the closer they got to the zone portal or zone-info actor, say 3 different text fields to enter custom warning messages; along with instant death regardless of health/armour left when they breached the inner-most zone range? *Think of my idea as an archery target, with rings; the inner-most ring caused instant death,.. the outer 3 rings caused greater damage the close the player got to the inner ring and a message per ring given to the player, (all rings say 4 in all,. configurable in unrealed by UU *& Warning message from zone-info actor).
The area immediately outside the spawn area is a little open, but not so easy to fly on an SLV & get a spare round off into the zone so easily, they'd probably die trying I suspect, the walls are fairly close by, (if very high).
Failing that, what about the idea I had in my initial post? The one about it teamkilling a spawnkillers team-mates whether Friendly Fire in server settings was on or off; that'd make them very popular :D or is that just asking for trouble?
I apologise for really taxing you on this, it was never my intention or a lack of forethought to ask you to consider so much, I realise I'm asking a lot of you, but it's with regret because I sincerely dislike spawnkillers; they make my blood boil more than my hatred of the banks of this world or spraining an ankle or stubbing my toe heavily.
If created, would this have to be a mutator proper for clients and/or server-side, or would it be a case of embedding the code like previous custom codes?

Regards, R3p.
 

R3plicant

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I've achieved a slightly different result using Kickers, TeamTriggers and a Special Event. I have succeeded, (allbeit with a little guidance), in preventing the Strangelove projectiles from entering the enemy spawn area - though I have yet to try this online.
I made the TeamTrigger kill the enemy if they simply touched the area immediately outside the spawn area, and a kicker set to stop Projectiles, (actor class), though I'm having a problem when a player has spawned, picked up & leapt onto an SLV to fly out, the SLV gets past the kicker, only for the pilot-laden SLV to become very hard to control wherever it is in the map outside of the owner teams spawn area, it refuses to climb, and is hard to steer. Might be an SLV issue or a kicker setup issue, or a combo of the tweo. I'm a bit at a loss as to why this is happening. :-/
I'm still finalising it as I type this.