Author Topic: Slayer team Captian events request  (Read 1887 times)

Here's the situation
I want to implement team captains into my game, but as of right now they seem useless to me, sure you can slap a few extra gadgets in there inventory slots, but besides being OP they are useless. I want to make it were the Team captain is more then just OP, but to be a mobile spawn point as well. If the team captain is under the influence that he can alter the battle by having his team spawn on him, its most likely he will flank, or begin a back rage so that his team may spawn on him and assist in the flank.

Here's what i need
i need the inputs: OnActivate and OnPlayerTouch we will need to target the TeamCaptain[name of team] then the output event: SetPlayerTransform. I will also need the input events: OnCaptainDeath, OnCaptainActivate, and OnCaptainTouch

Here's the plan if this does happen, and how i will use these events
In my spawn room after you have chosen your weapons and gadgets and have been brought to the spawning section there will be the tab "Captain" with a ! next to it named [CaptainSpawn]. If the Captain dies using the input event OnCaptainDeath, the ! will disappear and players cannot spawn on the captain. Next to the flag and Base deployments i will put a plate, this plate will consist of the following event: OnCaptainTouch - NamedBrick[CaptainSpawn] - SetProperties * * *. The ! will now reappear and players can now spawn on the captain.

I think this would be a wonderful addition to slayer, can it happen? Please?

Bump, come on this would be preatty cool, and i would like to see it happen!

I wouldn't really see how this would be useful otherwise, though.

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I wouldn't really see how this would be useful
But i just gave you multiple reasons as to why it would.

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If the team captain is under the influence that he can alter the battle by having his team spawn on him, its most likely he will flank, or begin a back rage so that his team may spawn on him and assist in the flank.

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but to be a mobile spawn point as well


You can still do the same thing without leaders.
Yea but who would we target? Without team leaders, we would have to permanently set a specific captain for each team

Yea but who would we target? Without team leaders, we would have to permanently set a specific captain for each team
You can target anyone you want.

I don't think this would be implemented anyways since it's not that useful.

I don't know about Slayer, but the original TDM has VCE values for <var:cl:teamLeader> which you can use to check for the leader of said team. I know Slayer has some VCE values, but I don't know if one exists for the team leader. I would assume so, but you never know.

Essentially you would do
Code: [Select]
onTeam1PlayerActivate > Self > VCE_ifValue > <var:cl:teamLeader> = 1   [1 2]
onVariableFalse > Client > BottomPrint > You are not the leader!
onVariableTrue > Named Brick > CaptSpawn1 > doPlayerTeleport [CaptSpawn1] [Direction]

As for the death events, you just check for the leader value upon death.
Code: [Select]
onMiniGameDeath > Self > VCE_ifValue > <var:cl:teamLeader> = 1  [4 4]
onVariableTrue > NamedBrick > Exclamation > Disappear [-1]

The same thing goes for when the player touches the brick.
Code: [Select]
onTeam1PlayerTouch > Self > VCE_ifValue > <var:cl:teamLeader> = 1 [6 6]
onVariableTrue > NamedBrick > Exclamation > Disappear [0]

Quote from: OP
It would be nice to have onTeamCaptainActivate and onTeamCaptainTouch with Slayer

I don't think this would be implemented anyways since it's not that useful.
I think it would be extremely useful. That way you can determine the leader of a team via events without VCE.
« Last Edit: January 02, 2015, 02:13:17 PM by Goth77 »

thanks goth this helped out alot

Goth, Slayer does not have team leader VCE vars because Slayer doesn't have team leaders.

Goth, Slayer does not have team leader VCE vars because Slayer doesn't have team leaders.
Understood.






No Captains? :p