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 Team Attack counter

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alBert2000
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PostSubject: Team Attack counter   2013-04-18, 23:20

I have installed a modified Team Kill Manager plugin on the GunGameMod server.
Team wounds and team kills will increase the counter.
Reaching 12 TK points you will be punished (currently slayed)
Reducing the counter is currently only possible with killing special infected.
Later I would like to switch it to team protection or some team helping actions.
The points are stored in a database so that I could attach all the other servers to the same TK points.
Team killers will not have fun anymore then^^

Note:
The plugin is based on TK Manager


Last edited by alBert2000 on 2013-04-20, 20:02; edited 1 time in total
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alBert2000
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PostSubject: Re: Team Attack counter   2013-04-20, 14:06

I have modified the Team Attack counter plugin as announced before.
Now only helping team members will reduce your Team Attack counter e.g.:
  • protect
  • heal
  • revive
  • defib

The plugin will be installed on all servers soon.
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BadHabit
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PostSubject: Bots suck   2014-09-15, 04:12

Hi, guys! I recently ran across your server and stuck there for entire day. Smile
I really like your plugin collection. Actually, it's one of the best left 4 dead 2 servers I've seen for a while.
Unfortunately, I stumbled upon the problem that spoiled my mood and it's related to team attack counter.
It's generally known that freaking bots doing their best to get shot in the ass. Eventually, bots managed to ban me from your server by their collective stupidity. Don't you think that treating bots like real players is a little too much? I know that you can spoil your teams game by killing all bots in purpose but could you at least apply some count divider for bots? It's nearly impossible not to shoot this morons.
By the way, it may be considered off-topic, but it's somewhat related. Why doesn't level restart after all human players killed? Stupid bots just stand doing nothing and sometimes you have to wait quite a long time so this artificial idiots finally die.
PS Excuse my poor english, it's not my first language.


Last edited by BadHabit on 2014-09-15, 20:37; edited 2 times in total
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alBert2000
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PostSubject: Re: Team Attack counter   2014-09-15, 18:14

Hi!

Thanks for your comments and your interest in the servers.

You can find some more info about the Team Attack Counter here:
[You must be registered and logged in to see this link.]
And the latest adjustments here:
[You must be registered and logged in to see this link.]

It already has been made far softer as it was before.
So I think it is nicely balanced now.
Sure bots are stupid sometimes but it is a good training for playing with new players^^

And for your seconds question some "technical" answer:

The GunGame plugin has a TCP/IP connection to a background service.
To keep that connection, the server must not hibernate.
Therefore the sb_all_bot_game cvar is set to 1.
The drawback is, this it enables a game with bots only.
So you will see the bots fighting even if all human players are dead.
I could spend some time to improve that but it would be very time consuming because of huge test effort etc.

You can do 2 things:
1) Just reconnect to the server
2) When you are dead: type "!spec", then type "!join" in chat and you will take control over one of the bots (this works when at least one bot is available and alive)

Hope that helps

CU
Al
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BadHabit
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PostSubject: Re: Team Attack counter   2014-09-15, 20:43

alBert2000 wrote:

The GunGame plugin has a TCP/IP connection to a background service.
To keep that connection, the server must not hibernate.
Therefore the sb_all_bot_game cvar is set to 1.
The drawback is, this it enables a game with bots only.
So you will see the bots fighting even if all human players are dead.
Al
Then you could pay your attention at something like this:
[You must be registered and logged in to see this link.]

This plugin fix bots AI so they trying to make progress through level even when all human players dead. Currently bots just stand still untill they get killed.
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alBert2000
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PostSubject: Re: Team Attack counter   2014-09-16, 06:12

I don't see the point watching bots finishing the map alone.
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BadHabit
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PostSubject: Re: Team Attack counter   2014-09-16, 11:27

alBert2000 wrote:
I don't see the point watching bots finishing the map alone.
Well, they can save on a nearest respawn.
Anything would be better than watching how bots remain in place for 5 minutes.
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alBert2000
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PostSubject: Re: Team Attack counter   2014-09-16, 11:35

What's wrong with typing !spec and !join ?
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alBert2000
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PostSubject: Re: Team Attack counter   2014-09-16, 17:05

I've found another cvar which could work instead of sb_all_bot_game:
sm_cvar sv_hibernate_when_empty

I'll test that as soon as possible.
This may even be a replacement in our map_reset plugin (instead of using sb_all_bot_game) to keep the server alive and the timers working for changing custom maps back to a standard map when the server is empty.
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alBert2000
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PostSubject: Re: Team Attack counter   2014-09-21, 11:52

Installed new map_reset plugin and used the other cvar "sv_hibernate_when_empty".
Now it should be tested.
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