New topic because the other topic got too old, and last poster DrenDran didn't edit his post when I asked him to (and from the looks of it, he didn't even try because he just said it was too old)
At least it allowed me to rewrite the thread entirely.
Have you enjoyed playing Freeze Tag back in Roblox when you were younger? Well, maybe you never actually even played Roblox. Anyway, here come three playertypes so that you can play Freeze Tag with ease! Also includes minigame support when used in minigames.
Table of Contents (yes this is post is long, got a problem?)- Playertypes
- Freeze Tagger
- Freeze Untagger
- Frozen Player
- Features
- Changelog for 1.3
- Preferences
- Making Minigame
- Some Possible Configurations
- Download
- Thanks To...
PlayertypesFreeze TaggerCan click on Untaggers to make them 'chill out'.
Runs (and accelerates) 60% faster than the normal player.
Jumps 30% higher than the normal player.
Has 25% air control as opposed to 10% air control of the normal player, which is enough to strafe in the air.
Moving while standing is just as fast as moving while crouching.
Regenerates 5 health per tag (as of 1.3)
Freeze UntaggerCan click on Frozen players to 'heat them up'.
Is otherwise identical to the Tagger, but runs (and accelerates) 50% faster instead of 60% faster than the normal player. Run, Forrest, run!
Frozen PlayerIs a fine ice statue that can crouch, speak, shake its arms, turn around, see in third person, but cannot move.
All it can do is try and help the Untaggers not get caught by Taggers it can see (via communication) and wait to get unfrozen. It can also jiggle around and crouch if someone gets stuck (It crouches for Taggers too. Don't wall.)
Features- The aforementioned playertypes (just in case it wasn't obvious, dummy)
- Two tagging methods that can be enabled seperately, or both at once
- Lots (and I mean LOTS) of preferences for all sorts of cool things
- Making a gamemode with (or without) Slayer is easy now
- Tagging/untagging cooldown to prevent abuse (or it can be disabled like in 1.2 or below)
- "Tags To Kill" mode: Untaggers will die in the specified amount of tags, and their last life will be indicated by a warning and a red vignette
- This mode has a secret mode inside, can you find it?
- After nine months developing minigame support, hopefully it will have been worth the wait.
- Valve references (so far: 1)
- Works both in and out of minigames, for whoever switches to the playertypes (default players are safe)
- As a result of this feature, can be used in a freebuild so you can say you have a lot of addons in it
- A lot of comments in the source for laughs, learning how an addon works or getting frustrated by the technicalities (think I've said this before)
Changelog for 1.3 (for anyone who's using 1.2)- Minigame support! Both for Slayer and default, but does not require Slayer to run
- Tagging has a cooldown
- New "Tags To Kill" mode, disabled by default but can be enabled for a Left 4 Dead experience (sans first aid and zombies)
- New Valve and Turtle Rock references! (So far: 2 Valve and 1 Turtle Rock)
- Untaggers will no longer regenerate health when frozen or unfrozen
- Tagging, untagging or ███████ now scores points
- Taggers now regenerate 5 health per tag, so that they can chase untaggers through enviromental damage tricks without dying, as long as they're making progress
- Click tag would always activate by default no matter the saved Tag Mode preference - this is no longer in effect
- Updated comments in the source (which will probably be every update lol)
- New variables and checks to make sure tagging/untagging doesn't happen twice (with or without tag cooldown)
- Cleaned up code by using functions instead of repeating it, which also allowed supporting new features with ease
Changelog for 1.3.1I would bet I'll be the only person who actually enables Tags to Kill mode for anything above 1, but a bug is a bug.
- Fixed the near-death vignette on Tags to Kill mode staying after death or minigame restart
- Edited description.txt to reflect the version change
- Edited server.cs to apply the update
- Didn't edit namecheck.txt as the filename hasn't changed
- No other changes
Preferences (lodsa lists in my posts recently)This addon can come in so many shapes! Digest all this.
[Key: Any preference name in Italics will not announce to players that it's changed. The rest will.]- Tag Mode ($FreezeTag::TagMode): Click Tag, Touch Tag or Both (default: Click Tag)
- Click Range (Click Tag) ($FreezeTag::ClickRange): The range for tagging/untagging (default for the addon is 4, default activation range is 6, value can be 1-8)
- Tags To Kill ($FreezeTag::TagsToKill): Number of times an untagger must be tagged to die (default 0 = disabled, value can be 0-10)
- Enable Tagging/Untagging Cooldown ($FreezeTag::TagCooldown): Tagging/untagging a specific person has a cooldown to prevent them from being stuck on frozen due to untagger/tagger meddling (default On, can be turned off)
- Tagging Cooldown ($FreezeTag::TagCooldownFrames): The cooldown time when a just-unfrozen untagger cannot be frozen (default is 500 miliseconds, value can be 1-5000 miliseconds, 1000 miliseconds = 1 second)
- Untagging Cooldown ($FreezeTag::UntagCooldownFrames): The cooldown time when a just-frozen untagger cannot be unfrozen (default is 500 miliseconds, value can be 1-5000 miliseconds)
- Match Running and Crouching Speeds ($FreezeTag::CrouchSpeedMatch): In the original suggestion (see Thanks To...), running and crouching speeds are the same but this did not help gameplay on Click Tag. This will reenable it (default Off, can be turned on)
- Frozen Players Resist Fall/Impact Damage ($FreezeTag::FrozenImpactResist): If a player gets tagged mid-air, they may die from fall damage due to being unable to save themselves from it - this will allow them to resist it when frozen (default Off, can be turned on)
- Disable Tagger Winning Condition (Debug) ($FreezeTag::DisableTaggerWin): Originally private debug feature to test tagging/untagging with ease, now released to the public when they need to test a map (default Off, can be turned on)
Making Minigame (finally got around to adding it)The first step to making a minigame is to adjust the preferences to your liking. The default ones should do you fine for a start.
If you want to use:
Slayer (Recommended): Set gamemode to Team Deathmatch. Time should preferably be 3 minutes. Make two teams, Taggers and Untaggers. Taggers needs to be named exactly so, Untaggers can be named something else. Enable autosorting and use the "random" method. Make the autosort weights 1 and 4 respectively. Lock the teams. Get to the advanced settings of the Untaggers team to enable victory on timeout. From there on, you may add a spectator team by choice and pretty much anything.
Default: You'll need your own evented method of sorting players to tagger/untagger and making untaggers win on timeout. But if you do find that method, then you're set - tagger victory condition will be detected in default minigames as well.
Some Possible ConfigurationsSome styles of Freeze Tag are showcased here to give people ideas what to do. If you perhaps discover a new fun combination, feel free to share it!
Freeze Tag: Default preferences.
Roblox Freeze Tag: Touch Tag mode enabled.
True RFT: RFT + Tag Cooldown disabled.
Left 4 Frozen: Autosort weights set to 1 and 5 respectively or Click Tag Range set to 3 for click tag. Tags To Kill set to 4.
███████: [REDACTED UNTIL DISCOVERED]
Download...
From Blockland Glass! (Ver. 1.3 (but it will probably update anytime soon, see the version on the download button))
...From Dropbox!
Thanks To...TableSalt,
for suggesting this and starting my Torquescript coding career
The dump() function, which helped with finding all the variables and functions I needed
Shift Kitty, for telling me how to make immobile players not slide away
A minor one to Zapk, for happening to have a handy raycast script in his OnActivate expansion addons
I know he is banned alright