Author Topic: Add-on idea: leveling  (Read 2055 times)

Those of you who are familiar with CRPG (Cromedome is the most often host of said game mode) will find this fairly amusing. There's also a flash game (I think it's actually run by unity) that has this exact idea but I can't seem to find it at the moment, I will definitely link it later if I find it.

THE CONCEPT:
As you "play" you level.

This sounds really basic but hold on an lemme explain. As you spawn for the first time, you are given a notice: "this server is running leveler! Please be aware and if you need any help bla bla bla."
As they spawn, they are shown a list of levels, specifically their own: running speed, crouch speed, health, focus (ability to aim with right click weapons), stamina, jump height, hip-fire accuracy, etc.
Example:
AdinX spawns in the server, and all of his levels are 1
He walks forward, and his running speed reaches level 2 immediately. Now instead of running at .5 bricks per second (or something I don't know.), he can travel .62 bricks per second.
Then he jumps onto a plate and reaches level 2 jump height, allowing him to jump atop 2 plates, then a brick, then a 2x height brick, a 3x height, etc
But all of a sudden AdinX finds a sword, and an enemy
He runs up to the enemy and slashes at him, dealing 5 dmg out of a possible 50, but his slashing skill leveled so now he deals 8 damage per swing.
The monster hits back, and AdinX loses 5 HP, but his HP levels up so now his max HP is 15 instead of 10


This topic has been posted in the hopes that I can get some feedback, I know these types of mods are difficult to get people to like because at times they can create unfair advantages (lvl 50 player vs lvl 5 player, obviously the 50 wins), but I personally think this has a little bit of potential.
TL;DR-
Take the sims leveling system (level 6 cooking, level 2 music, level 5 speech, etc) and use that for basic stuff like how high you jump, how accurate you are, how fast you can sprint, etc

I would love to see this.  Upper level peeps flying around like indestructible ninjas.

I would love to see this.  Upper level peeps flying around like indestructible ninjas.
Not quite what I'm considering.
More that a starter player is basically a rock, and a maxed out player is a LITTLE better than a standard player, with the abilities of a parkour player type

So a level 1 can jump atop a plate
A level 2 can jump like 6 bricks and a plate or something, but to achieve that high level they'd have to jump a couple thousand times, aka earning them exp each jump

you are gonna need an assload of datablocks for this

you are gonna need an assload of datablocks for this
well you can have a non jumping player then use onTrigger to add vel

you are gonna need an assload of datablocks for this

Say you're hosting a server with a 14 player limit. Have 14 datablocks and tag the datablock to the player, and update that datablock as you go.

When a player leaves, set that datablock back to "default" and get it ready to be tagged to the next player that joins.

Say you're hosting a server with a 14 player limit. Have 14 datablocks and tag the datablock to the player, and update that datablock as you go.

When a player leaves, set that datablock back to "default" and get it ready to be tagged to the next player that joins.
wasnt there an issue before with transmitting data blocks making people crash?
or was it just me?

Just make a client sided mod that performs actions to make you level while you are afk. Like run back and forth to make you go fast. jump(1); to improve your jump height. Exedra.

Say you're hosting a server with a 14 player limit. Have 14 datablocks and tag the datablock to the player, and update that datablock as you go.

When a player leaves, set that datablock back to "default" and get it ready to be tagged to the next player that joins.
last i checked it was bad to update datablocks on the fly

or was that only with regards to models?

Say you're hosting a server with a 14 player limit. Have 14 datablocks and tag the datablock to the player, and update that datablock as you go.

When a player leaves, set that datablock back to "default" and get it ready to be tagged to the next player that joins.
Creating player datablocks mid-game 'technically' works, but it does cause issues. People can get kicked a lot of the time, somewhat defeating the purpose. People that are loading will have the bar bug out; I'm not sure if they actually load properly or if it's just a graphical glitch. This was an issue with Mafia Madness, because the gun creates a 'nerfed' copy of the player datablock if one doesn't exist while reloading.

I'm also pretty sure you have to do some goofy stuff to make it work properly as well, because it's simply not how the game is supposed to work.
« Last Edit: November 30, 2013, 09:37:09 PM by otto-san »

It depends on what you're updating. If you're updating simple things, like jets, or the speed / jump-force of a player, it's fine. Find out what works and what doesn't.

What crashes people is when datablocks include new data files that hasn't been sent to the client
for example

you have a hat with the shape "boobs.dts" and you want to change it to "breasts.dts" You have to make sure that breasts.dts was used somewhere else because orelse the client tries to load something it doesnt have.

Brian, is that a reference to a hat you have made..?
Be honest Brian no lying

ok so picture this
you edit the datablock server side
then you have a client side mod that edits the client sided datablock

there is none of the transmitdatablocks() bullstuff or whatever, it's all handled through torquescript manually

would that work better?

Brian, is that a reference to a hat you have made..?
Be honest Brian no lying
:(