[GAME MODE] King of the hill 1.2

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izzy
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The team that currently owns the control point should respawn slower than the other team. I'm using 30 second wave respawns for both teams right now, but maybe respawn should be 10 seconds for the attacking team. I will try increasing capture time to 5 minutes.

Not sure what you mean by anti-advance. In my previous post I'm suggesting ticking the timer only if defenders are within range of the CP and attackers are not within range of the CP. Also, if attackers are within range of the CP then defenders should spawn at their first base, not near the CP. Without these changes it's too easy for the first team who captures the CP to hold it and win. With these changes the team currently holding the CP should still have an advantage because attackers have to be near the CP to prevent defenders from spawning near it and attackers can't take control of the CP as long as defenders are near it.
thepolm3
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Updated it; please re-download.
Now the spawns are regulated and if you do not hold the hill your respawn time is halved
izzy
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Updated the server. I'm trying it with 30 second wave respawns and these defaults:
ANNOY = 11 #times
HOLD_HILL_FOR = 300 #seconds
SPAWN_RADIUS = (128,192) #between these away from the tent
DEFAULT_KOTH = (256,256)
Unfortunately the captured timer still ticks down even when there aren't any defenders within range of the control point or there are attackers within range of the control point. That doesn't make sense because in both of those situations the defending team isn't actually "holding" the hill. Please pause the timer when either of those situations is true. Thanks!
izzy
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The Octopus map by Lostmotel is highly recommended for this game mode with this KOTH coordinate in the map's .txt extensions:
name = 'Octopus'
version = '1.1'
author = 'Lostmotel'
extensions = {'water_damage':5,'KOTH':(256,270,25)}
Jdrew
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plain crossing is set up for KOTH already if you wish to use it
TB_
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izzy wrote:
The Octopus map by Lostmotel is highly recommended for this game mode with this KOTH coordinate in the map's .txt extensions:
name = 'Octopus'
version = '1.1'
author = 'Lostmotel'
extensions = {'water_damage':5,'KOTH':(256,270,25)}

played the mode with octopus and Renaissance town. The latter was a lot more fun, I even recorded because I had a feeling I could use the footage somewhere in the future. I might upload those clips and post them here later today or something.-
Battlefire
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OMG!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Great job dude!!!
izzy
Head Admin / Co-founder
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Looking forward to the videos, TB!
jdrew wrote:
plain crossing is set up for KOTH already if you wish to use it
The castle isn't perfectly centered so the map needs a KOTH coordinate in its .txt extensions - available here.
thepolm3
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I have change it, I hope for the last time, to allow for you suggestion izzy.
Now if the blue team leaves the tent for too long the countdown freezes until one is within range again
When you said if there are green team within range? No.
Because blue still *holds* the hill, they just are being attacked.
And the idea is it's like claiming the north pole
You stick a flag in, and as long as no-one else sticks a flag in it remains yours
but if you stay by the flag you can defend it
that was just my vision :)
have fun with the update!
izzy
Head Admin / Co-founder
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Joined: Tue Oct 09, 2012 8:16 pm


Thanks. Updated the server.
izzy
Head Admin / Co-founder
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Posts: 473
Joined: Tue Oct 09, 2012 8:16 pm


Feature request to counter some griefing that has been happening:

If a team is holding the hill, then teammates shouldn't be able to destroy blocks within 32 block radius of the control point.
thepolm3
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Good idea; I'll implement it tomorrow
Lostmotel
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I've seen many players (including me) running into the wrong direction after they spawn. It's not a big deal, but if it is possible you should make the players face towards the intel when they spawn.
thepolm3
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kk. But I've had trouble setting orientation before...
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