Slayer | New Bugfix Update

Poll


Currently not accepting donations.
Thank you for your support!


Announcements:

  • Help wanted! I don't have time to work on Slayer. If you want bugfixes/features, lend a hand. Post in the thread if you're interested!
  • [2016/11/29] Slayer update released (p59). Lots of bug fixes.
  • [2016/12/23] Slayer update released (p60).
  • [2017/01/11] CTF updated! New events and more. (p60)

Author Topic: Slayer | New Bugfix Update  (Read 217295 times)

there should be an infected gamemode like mw3. Infected team has infinite lives and has to kill the other team. Other team can only die once, and when they do they transfer to the other team. If they kill the infected team, the infected do not transfer to the other team.

I tried doing this with the infection slayer gamemode but it didn't exactly work out because both teams get the person they killed transferred to their team.
I hosted blockland infection twice, which is based on Halo infection. It usually had 30 people for like 3 hours and then it got really boring and people left

Not the best server idea

I hosted blockland infection twice, which is based on Halo infection. It usually had 30 people for like 3 hours and then it got really boring and people left

Not the best server idea

I planned for it to have map rotations, a shop system (sentries, airstrikes, or different throwables for Infected), and random loadout selection to keep it fresh.

My idea for a Payload like game mode would go like this.

Note: The payload Should be a bot entity. Maybe with multiple sizes ex: Small Medium Large.

Player/Players go near Payload. The payload works like a bot, On reach brick, Goto next checkpoint brick.
(Should there be PL_Checkpoint markers?)
And once the payload reaches a checkpoint, time is added.
(Is there an event to add time in slayer modes?)

And I mentioned the possibility of Sized payloads. Here is how it works.
Small: 1plr on the payload is the standard player walking speed. if 2plrs or more group up on the cart, the Payload speed would go to the normal running/sprinting speed of a player.

Medium: 1plr on the payload is Half the walking speed of a player. 2plrs grouped on the payload makes it .5 Faster. 3plrs grouped up makes it another .5 faster.

Large: Same as medium, but it just takes twice as much manpower needed. Very loving slow to push I would only give a heavy payload cart to the worst of my enemies.
(Include it anyway.)

Also I'm bad at getting an idea of how fast a payload should go.


tl;dr It's Territory but you have to escort an entity.

« Last Edit: July 18, 2018, 07:30:49 PM by YouKnowWhoAgain »

Sweet. Post when it's online!

I would love it if other people made some! I'll answer any questions they have
How do I get Slayer to cooperate when i want team weights to work right? Right now I have 2 people on the server (me and some other guy) and I want one team's weight to be 5 and the other 1 (it's an infection gamemode so the "infected" team should start with only a few people), but instead it just puts both of us on the survivor team.

how do I make Slayer have at least 1 player on the infected team at all times?]

also how do i make the people picked to play infected team at the start of the round be randomized? right now infection gamemode won't let me shuffle/scramble the player's teams, so it's the same people getting picked to play infected every round.
« Last Edit: July 19, 2018, 01:30:01 AM by Planr »

I planned for it to have map rotations, a shop system (sentries, airstrikes, or different throwables for Infected), and random loadout selection to keep it fresh.
I mean infection is inherently flawed because the difficulty curve is impossible to control. it's either too easy one second or too hard another second due to the shift in player team counts. adding a bunch of stuff like sentries doesn't really fix infections problem. A shop system would work but nobody

It's more like a party game than anything, it doesn't hold up as it's own whole server mode
« Last Edit: July 19, 2018, 12:17:57 PM by thegoodperry »

How do I get Slayer to cooperate when i want team weights to work right? Right now I have 2 people on the server (me and some other guy) and I want one team's weight to be 5 and the other 1 (it's an infection gamemode so the "infected" team should start with only a few people), but instead it just puts both of us on the survivor team.
The way you currently have it set up with the weights means that there will be five people for every one infected.

The way you currently have it set up with the weights means that there will be five people for every one infected.
yeah no crap. i'm asking how to make Slayer force the infected team to at least have one infected person on low playercounts without manual minigame modification.

if I want players to not be able to join any teams at all unless they're invited or an admin manually moves them how would I do that

if I want players to not be able to join any teams at all unless they're invited or an admin manually moves them how would I do that

Lock all the teams and turn off autosort.

yeah no crap. i'm asking how to make Slayer force the infected team to at least have one infected person on low playercounts without manual minigame modification.

Sounds like I didn't design that correctly a long time ago. I'll look into it...

New update is coming out today! Here's the changelog:

Quote
  • Added a preference to allow player-set face decals in "Custom" uniform mode. Defaults to enabled.
  • Fixed autosort weighting bug reported by Planr.
  • Fixed issue where players were not autosorted to teams when starting new minigame. Thanks Marios!
  • Fixed minigame color picker. You can now select any color in the colorset.
  • Fixed bug where an empty e-tard list caused console spam. (thanks Darksaber!)
« Last Edit: July 21, 2018, 03:47:05 PM by Greek2me »

will the players picked for the infected team still be randomized every round? because even when i manually put someone on the infected team, they still don't get randomized. it's the same person starting out as infected every round.

Quote
Added a preference to allow player-set face decals in "Custom" uniform mode. Defaults to enabled.

What does this mean?

will the players picked for the infected team still be randomized every round? because even when i manually put someone on the infected team, they still don't get randomized. it's the same person starting out as infected every round.

The Infection game mode is only like 100 lines long. It takes advantage of Slayer's team balance system to reset the teams.

Team balance takes a few things into account when choosing who to switch:

 - Number of kills (lower = more likely to switch)
 - Number of deaths (higher = more likely to switch)
 - Score (lower = more likely to switch)
 - Time spent on current team (higher = more likely to switch)

So if you have somebody that really sucks, yeah, they might end up starting every round.


What does this mean?

It means that by default, Slayer will now allow people to choose what their face looks like, even if a custom team uniform is set.

The Infection game mode is only like 100 lines long. It takes advantage of Slayer's team balance system to reset the teams.

Team balance takes a few things into account when choosing who to switch:

 - Number of kills (lower = more likely to switch)
 - Number of deaths (higher = more likely to switch)
 - Score (lower = more likely to switch)
 - Time spent on current team (higher = more likely to switch)

So if you have somebody that really sucks, yeah, they might end up starting every round.
that seems a bit counterintuitive to keeping players happy on an infection gamemode server. low-skilled players would get sick of being the starting/alpha zombie every round and never getting to be a human and would ragequit/leave out of frustration, a cycle which would then repeat with the next lowest-skilled person, continually hurting the server's playercount and popularity.

would it be possible to have a queue mechanic put in place so that the same people don't have to continually be alpha zombie every round? eg. people who haven't gone zombie in a while are more likely to get picked? that'd be a great option to have for who gets picked for alpha zombie.
« Last Edit: July 21, 2018, 09:55:02 PM by Planr »

Does this addon still support vce?