Gametype Suggestions...

All about Chaos for Unreal... (UT3, UT2004, UT2003, UT)
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Do you want to kick a korpse???

YES
2
29%
NO
4
57%
maybe not a corpse , but I would be willing to kick a kitten...
1
14%
 
Total votes: 7

Zachariah
Chaotic Dreams Team
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Location: Wherever Dreams Go Stale.

Gametype Suggestions...

Post by Zachariah »

Ok heres one I thought of while eating fried chikn...

Kick The Korpse.

The first person to die becomes the korpse. they are stuck in spectator mode, and their corpse , is stuck in ragdoll mode.

the object of the game is to get the korpse from point a(wherever it died at) to point b(a killzone , or specified goal) using the kick function.

when a person is the korpse noone else can die , they can only be knocked back.
once the corpse has been tossed off the level , or into a goal , the players will become mortal again , and the first person to die becomes the new korpse.

the korpse can have its limbs and head blown off , but you only recieve full points for an intact korpse.

full korpse=1OOpts
headless korpse=70pts
Each limb lost -10pts
pile of gibs=NO pts

The korpse can be knocked around through the use of weapons, but if it takes too much damage , it will gib.

A person can also hit the korpse with their grapple in order to Karry the korpse , but while karrying , they cannot fire their weapons , and any dmg they take will make them drop the korpse

in levels without killzones , goals will be placed on a random pathnode.
DJPaul2

Post by DJPaul2 »

8O
Swift Viper
Posts: 160
Joined: Sun Aug 25, 2002 12:17 am

Post by Swift Viper »

This might not be a good idea. The person that gets killed first would end up not being able to do anything and could end up waiting for a long time, even more when there are only a few players. Even worse if it is a newbie who is likely to be killed quickly and end up watching 95% of the time and play 5% of the time. The person who got killed first would be very board and might end up leaving the server. However, could be a good gamemode if there was some other way to get a dead body into the arena without one person not being able to play for awhile.

Starts thinking hard on another new gametype :idea: .
Mad Member with lots of ideas and questions and somewhat good fragging skills.
Isotope
Posts: 116
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Post by Isotope »

using script, spawn a random bot, and kill it. keep it from respawning.
DJPaul2

Post by DJPaul2 »

Isotope wrote:using script, spawn a random bot, and kill it. keep it from respawning.
Then it'd be as boring as ****.
Zachariah
Chaotic Dreams Team
Posts: 2331
Joined: Thu Jul 17, 2003 5:25 pm
Location: Wherever Dreams Go Stale.

Post by Zachariah »

Swift viper wrote
This might not be a good idea. The person that gets killed first would end up not being able to do anything and could end up waiting for a long time, even more when there are only a few players. Even worse if it is a newbie who is likely to be killed quickly and end up watching 95% of the time and play 5% of the time. The person who got killed first would be very board and might end up leaving the server. However, could be a good gamemode if there was some other way to get a dead body into the arena without one person not being able to play for awhile.
good point...
Solutions:
make it so that noone can become the korpse two times in a row.
-OR-
The korpse only lasts , 3 minutes b4 they respawn , and cannot become the korpse again for another 3 minutes.
Shadowstar
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Post by Shadowstar »

Corpses aren't replicated. Everyone would see the corpse in a different place. Imagine if you kicked the corpse all the way across the map only to find someone else had done the same thing in the opposite direction.

I had a few ideas for ways to overcome this, such as tying the corpse to an invisible dummy actor which is replicated, so that it goes the same place for everyone, but apparently this idea won't work for some reason.
DJPaul2

Post by DJPaul2 »

Shadowstar wrote:Corpses aren't replicated. Everyone would see the corpse in a different place. Imagine if you kicked the corpse all the way across the map only to find someone else had done the same thing in the opposite direction.

I had a few ideas for ways to overcome this, such as tying the corpse to an invisible dummy actor which is replicated, so that it goes the same place for everyone, but apparently this idea won't work for some reason.
Just create it serverside, and be sure to replicate it to the clients. This isn't the issue at stake here, it's whether the gametype would work.

The only reason Karma is not replicated (much? at all?) because it needs to be updated so frequently, that it is updated so much the quantity of data it sends can lag the game considerably.
That said, i'm sure replicating just one Karma actor shouldn't do too much harm if you keep an eye on your code.

You'll be thrilled to note that Epic have said they've improved Karma replication in UT2004, so it sends less quantity of data thus doesn't impact performance so much.
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