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Author Topic: Interval based squatting deterrent.  (Read 458 times)

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Baphomet

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Interval based squatting deterrent.
« on: 29 Jun 2003, 04:11:18 »
Me and my friends play a lot of multiplayer missions over some fairly large maps. We don't like the idea of having a trigger-based kill script to keep people from venturing too far. However we would like to figure out a way at a timed interval to figure out where a specific player is for a brief moment.

I have the general idea of the script in my head and I'm going to take a stab at it. Basically a script checks to see whether or not someone is in a vehicle... if so the rest of the script doesn't execute. If they're on foot. A timer starts, and after that duration, the location of the unit at that particular time is revealed on the map. This serves a purpose twofold. One to stop people from camping out in one area too long and slowing the pace of the game for their own benefit, and two. Keeping the pace of the game up by at timed intervals notifying other players that when the timer ran out, the last known location of the player was at such and such a point on the map...

Now a smart player would realise this and move somewhere else so that when someone attempts to investigate, the person is perhaps if still on foot, not there although not too far away. So there's still potential for combat, but the revealed player isn't placed at an extreme disadvantage..

On the other hand. Such a thing could be used to very good effect in creating decoys while using ai.

All around I think this could lend a fair amount to balancing and maintaining the pace of adversarial games over large playing fields.
« Last Edit: 29 Jun 2003, 04:12:38 by Baphomet »

Offline KTottE

  • Former Staff
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Re:Interval based squatting deterrent.
« Reply #1 on: 02 Jul 2003, 10:34:01 »
Just make the script so it only gives away the position of player units then.
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