- 6 KB zipped, 18 KB package, and it's server-side-only. It will not be downloaded to clients at all. You shouldn't add it to the serverpackages list, just add it to the mutator list, and run the server.
- Mod configuration menu included for easy graphical setup (open up the mod menu and click on the mutator item to configure all options through the graphical user interface)
- Console commands also supported for powerful remote administration (use a command like "Set EavySpawnProtect.EavySpawnProtection ActivateSpawnProtect True")
- Spawn protection only protects against other players, not against self- inflicted damage, or environmental hazards
- Protected players will be translucent, appearing like ghosts, gradually manifesting over time while protection runs out
- The mutator's overall protection features can be toggled on and off using the menu or a console command
- Not only does it protect against damage, but it also prevents knockback so freshly spawned players won't be bounced around by their enemies, unless the admin turns that option off
- Minimum protection time determines how long it takes until protection wears off completely if the protected player has started to move
- Maximum protection time determines how long it takes until protection wears off if the protected player doesn't move after respawning
- Normal protection only runs out once a player has moved away from the spawnpoint, so if a camper is waiting nearby, you will remain protected until you feel ready to move
- To prevent abuse, the protection will run out anyway after a certain amount of time, as determined by the server admin (no sitting ducks that are invulnerable)
- Protected players can use weapons without limitations so being a spawncamper will be very dangerous (and quite impossible)
- Protected players can take a percentage of the damage dealt as determined by the administrator (0 - 999%)
- Spawncampers who hit a protected player can take damage as well (0 - 999%) to punish their assault on a freshly spawned player
- Default values protect a player for as long as they don't move, but as soon as they move, they are vulnerable again (change the defaults to your liking)
SUGGESTED SETTINGS - pick your favorite:
1) Only protect while respawning, but no protection afterwards. This is useful if you don't want a sniper to shoot a player the second they respawn, or to prevent a camper lobbing grenades at a spawnpoint, and similar situations. It has the least impact on gameplay because it only protects the spawning process. Minimum protection time should be zero, maximum protection time a little more, somewhere between 10 and 30 seconds is a good value.
2) Don't protect spawning players, but punish campers. Set victim and instigator damage percentage to 100 so the respawning player will take normal damage, but the attacker will take the same damage. A minimum protection time of three to five seconds is good.
3) Protect respawning players while punishing campers. Simply set the instigator damage scale to a high value and watch them kill themselves when they attack a harmless player.
4) Play a knockmatch. Set minimum protection time to an extremely high value, maximum to zero (i.e. unlimited), and turn the momentum protection off. Now players can't hurt each other, only knock each other around.
5) The Quake3 way. Give a player 25 % more health when respawning by reducing damage dealt by the same value. Set victim damage scale to 75 and 25 % of the damage will be ignored. Keep minimum protection time around 5 seconds and maximum the same amount of time.