cant aim for the pool every time...
[hr]
you should edit script550
add an action.waitForEvent to wait until 1 of the 3 modes is selected
to be given the Variable storage the amount of tickets.
at the MEBEginAssault the tickets = 0 (until a difficulty mode is selected)
thats why a MEPlayerDeath event causes TiggerLostGame before game even starts.
(e.g. when someone will suicide or disconnect)
[hr]
at the 3 scripts below (425,552,543)
it would be wise to add a delay of at least 60 secs.(i would add 120 secs for hard)
the way it is now, it does a checkofFlags for the first time, 60 secs exactly
after dificulty mode is selected (aka the first 15 tickets are gone no matter what,
even if there are 3 level 1000 paladin with haste lvl 10 holding sturdy weapon).
simply add an extra action
1. action. WaitForTimer 60 (the startup delay)
and change
4.GoToAction 2
[hr]
this is so Divine all over again....DW_Ant wrote:Change map relic info (current one is not possible due to min score requirements). I propose that I change the map relic info to, "Keep half of your tickets by the end of the game. Hard mode only."
at least one locker at game start with 2-3 basic weapons (not the voting room, the other where you freefall, one locker there too)DW_Ant wrote:Add a persistent (weapon stay) shock rifle and minigun in the subway (in locker rooms).
for doing what? being AFK ? if flags are captured or not?DW_Ant wrote:After the game begins, players automatically gain 5 exp per minute.
better add an xp_trigger bTriggerOnlyOnce = false (for each mode)
to give/reward XP to all players in respect to amount of flags captured...
its easy to implement (within the script that does the check for captured flags every 60 sec)
e.g easy 5+5+5 = 15 xp / trigger(60 sec) if all 3 flags captured (5xp per flag-for easy)
or something within these lines.....
its too low now...DW_Ant wrote:Removing level limiter.
Regarding DifficultyDW_Ant wrote:
End game experience rewards:
[table=width:50%;border:1px solid #cccccc;][tr=text-align:center;][td=border:1px solid #cccccc;]Difficulty mode[/td][td=border:1px solid #cccccc;]Duration[/td][td=border:1px solid #cccccc;]End game exp[/td][td=border:1px solid #cccccc;]Points per hour (includes 5xp per min)[/td][td=border:1px solid #cccccc;]Monster difficulty[/td][td=border:1px solid #cccccc;]Player tickets[/td][/tr]
[tr=text-align:center;][td=border:1px solid #cccccc;]Easy[/td][td=border:1px solid #cccccc;]15 min[/td][td=border:1px solid #cccccc;]300[/td][td=border:1px solid #cccccc;]1500[/td][td=border:1px solid #cccccc;]100%[/td][td=border:1px solid #cccccc;]200[/td][/tr]
[tr=text-align:center;][td=border:1px solid #cccccc;]Medium[/td][td=border:1px solid #cccccc;]30 min[/td][td=border:1px solid #cccccc;]1000[/td][td=border:1px solid #cccccc;]2300[/td][td=border:1px solid #cccccc;]200%[/td][td=border:1px solid #cccccc;]150[/td][/tr]
[tr=text-align:center;][td=border:1px solid #cccccc;]Hard[/td][td=border:1px solid #cccccc;]45 min[/td][td=border:1px solid #cccccc;]1800[/td][td=border:1px solid #cccccc;]2700[/td][td=border:1px solid #cccccc;]400%[/td][td=border:1px solid #cccccc;]100[/td][/tr][/table]
my opinion is to set the same number of available tickets for all modes.
the way it is now:
easy has 200 tickets and 15 mins to survive and monsters with Monster_Difficulty =100%
while
hard has half the tickets, triple the time to survive, and Monster_Difficulty =400%
(four times of easy)....
this is more like: 2x3x4 =24 times more difficult
these values are located at the TimerTriggerAdjust actors....
i havent checked for the setup of the Monster_Difficulty in map....
also, if anything, you should have gone for Monster_Difficulty=300% (=3) for hard and not 400%