Higor
06-25-2012, 11:38 PM
I've figured a way to make players receive less damage when thay stand in the Suppliers without abusing it.
It consists on expanding the capabilities of the player's PlayerReplicationInfo (sgPRI in siege).
Adds 2 variables, no need to replicate, unless we use the on client machines:
float Protection;
bool bProtected;
When a player is killed and respawns, both Protection and bProtected are set to 100.0 and FALSE respectively.
When player enters the supplier's radius, bProtected is always TRUE, when player leaves it's FALSE.
The Protection value is decreased at a rate of 5 per second until it reaches 0.
Then, we go into the game actor (SiegeGI) and apply damage and momentum scaling if the player's sgPRI has bProtected=TRUE, being Protection=0 full damage and being Protection=100 no damage.
This way, when a player respawns, it will gain temporary protection as long as he/she stays on the supplier.
This protection will slowly fade out until reaching zero, which will take (20 / game speed scaling) seconds.
Another advantage is, that a recently spawned player will be impossible to boost out of Supplier while players that have supplied enough will be easier to boost away.
EDIT: If anyone hasn't figured out, what changes gameplay wise is:
Shoot a rocket into the Supplier, figure out who's been abusing it and who just spawned and needs it.
Prevent Supplier spammers and campers from killing players before they sucessfully supply.
Therefore, less bitching and laming.
It consists on expanding the capabilities of the player's PlayerReplicationInfo (sgPRI in siege).
Adds 2 variables, no need to replicate, unless we use the on client machines:
float Protection;
bool bProtected;
When a player is killed and respawns, both Protection and bProtected are set to 100.0 and FALSE respectively.
When player enters the supplier's radius, bProtected is always TRUE, when player leaves it's FALSE.
The Protection value is decreased at a rate of 5 per second until it reaches 0.
Then, we go into the game actor (SiegeGI) and apply damage and momentum scaling if the player's sgPRI has bProtected=TRUE, being Protection=0 full damage and being Protection=100 no damage.
This way, when a player respawns, it will gain temporary protection as long as he/she stays on the supplier.
This protection will slowly fade out until reaching zero, which will take (20 / game speed scaling) seconds.
Another advantage is, that a recently spawned player will be impossible to boost out of Supplier while players that have supplied enough will be easier to boost away.
EDIT: If anyone hasn't figured out, what changes gameplay wise is:
Shoot a rocket into the Supplier, figure out who's been abusing it and who just spawned and needs it.
Prevent Supplier spammers and campers from killing players before they sucessfully supply.
Therefore, less bitching and laming.