Re: [UT] Turmoil Saga - Coop Night | Deja Vu
Posted: 09 Sep 2016, 20:27
DV again and testing out a new spawning system I wrote that's making me consider removing the checkpoint system from CoopSuite entirely.
New player spawn system: Spawn at Player.
If a player exists in the game they now serve as a PlayerStart. All original PlayerStarts are disabled unless the server is empty. If a player dies, the PlayerStart they carry is temporarily moved to the closest PathNode (in case they drowned, burned, or died in some other undesirable area to spawn at) until they respawn. The system also guesses which weapons the player should have based on the type of ammo in the map, and adds those weapons, full, to the inventory of any spawning players that don't at least have an automag (to avoid giving weapons just because the map changed).
It's basically a system that eliminates the need for muts/admins to use transportation systems to move players past cleared areas or spawn weapons for players to fill up on. For players it means they can get right back into the game rather than waiting for inventories to fill or having to walk through empty areas that have already been cleared.
CoopBeacon also received another update.
Beacon auto color. Changes the color of a player's beacon based on their health.
Custom beacon color. Client-side option to use a custom color instead of auto.
Enemy scaling is having issues with projectiles so while it'll be enabled, it'll apply to everything but.
I'm debating running LootMut until reliability issues can be sorted. It is in its own package now as I felt it doesn't really qualify as a co-op enhancement; something you would expect as a basic feature in a modern co-op game.
New player spawn system: Spawn at Player.
If a player exists in the game they now serve as a PlayerStart. All original PlayerStarts are disabled unless the server is empty. If a player dies, the PlayerStart they carry is temporarily moved to the closest PathNode (in case they drowned, burned, or died in some other undesirable area to spawn at) until they respawn. The system also guesses which weapons the player should have based on the type of ammo in the map, and adds those weapons, full, to the inventory of any spawning players that don't at least have an automag (to avoid giving weapons just because the map changed).
It's basically a system that eliminates the need for muts/admins to use transportation systems to move players past cleared areas or spawn weapons for players to fill up on. For players it means they can get right back into the game rather than waiting for inventories to fill or having to walk through empty areas that have already been cleared.
CoopBeacon also received another update.
Beacon auto color. Changes the color of a player's beacon based on their health.
Custom beacon color. Client-side option to use a custom color instead of auto.
Enemy scaling is having issues with projectiles so while it'll be enabled, it'll apply to everything but.
I'm debating running LootMut until reliability issues can be sorted. It is in its own package now as I felt it doesn't really qualify as a co-op enhancement; something you would expect as a basic feature in a modern co-op game.