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  #1  
Old 07-16-2008
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Default Block health as a function of people on the server

As above. More ppl means stronger blocks, fewer people means weaker blocks. Probably proportional but at a rate that makes it so 1 person on a block (on a 2 person server) still goes through a lot more slowly than 12 ppl on the same block (on a 24 person server), but not 12x more slowly. So say if a block had health x with 0 ppl on the server it would gain x for every 2 ppl (ppl rounded up to nearest 2). So if 2 ppl were playing blocks would have 2x health but if 24 ppl were playing blocks would have 13x health.

Is good, ja?
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Old 07-16-2008
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Sounds good to me. I'm assuming that if when players leave the server the % health, not the number health carries on to the lower block health.
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Old 07-16-2008
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Yup. I was inspired by the Diablo II method of "Diablo's minions grow stronger/weaker." whenever someone joins/leaves.
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Old 07-16-2008
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Yup. I was inspired by the Diablo II method of "Diablo's minions grow stronger/weaker." whenever someone joins/leaves.
Epic <3
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proof sol said it
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Old 07-16-2008
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do you have amy clue for how to do this?
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Old 07-17-2008
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shouldn't it be the other way around? If you have more people on a team, the blocks should get weaker, making it more of a challenge. If one team has more players than the other team, the team with more players will have stronger blocks, which will just make unbalanced team situations harder.
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Old 07-17-2008
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You sooo missed the point.

First off, I'm assuming v2 has auto balance. Second, EVERYONE'S blocks get stronger at the same rate. Basically trying to scale block health to amount of people playing so what's easy with 2 people when there's only 8 people playing becomes hard to do with 2 people when there's 24 people playing. More people on the server means greater teamwork required.
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Old 07-17-2008
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I have a feeling this could be done server side in 193.

Xenon, you know a fair bit about this sort of thing, does sourcemod have a function to activate cvars depending on player count?
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  #9  
Old 07-18-2008
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Quote:
Originally Posted by Khuskan View Post
does sourcemod have a function to activate cvars depending on player count?
i don't know really how you'd like to do
but with sm you can
hook
- cvar changes
- playerspawns (depending on mod)
- ...

and you can change c-vars

but i don't know weather you can
- check a blocks team (it would be only sf-only .. so hard to find out)
- set a team-blockhealth (i didn't see sf-cvars or commands for it)

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Old 07-18-2008
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Quote:
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I have a feeling this could be done server side in 193.

Xenon, you know a fair bit about this sort of thing, does sourcemod have a function to activate cvars depending on player count?
Im not Xenon but....

Sourcemod's admin plugin doesnt (as far as i know) but sourcemod is a scripting language and yes you can do it by incrementing a variable on the players connecting and decrementing it when they leave.

I have a script made my Madkid which does just that in eventscripts except it changes the block limit rather than the block health. As far as i know block health is a locked cvar as i was trying to adjust this for my 2.0 script.

Before i get a whole lot of questions about the 2.0 script..... The 2.0 script i have been making goes with a map made by Arenaceous to play test SF's version 2.0 in the 1.9.3 environment. Its nothing overly special or complex, its just a means for us to change around the game in the mean time and get a basic idea of what 2.0 is going to be like.

Last edited by s.dwag.nz; 07-18-2008 at 03:58 PM.
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