SHARED EVERYTHING[/size]
Okay, so this Synert guy made shared weapons, ammo, and keys, right? And that Ijon Tichy douche made a health pool. What is this, both of those combined?
Well, yes and no. Yes, it's those things combined, but it's also a good bit more. Synert went ahead and made shared powerups and runes, while I went and made an armor pool, then combined our mods and made this. Basically, if you know about the other two shared whatever mods, you can pretty much predict what's in this. For everyone else, here's the rundown:
Whenever one person picks up a weapon, everyone else gets the same weapon. Ditto with keys.
Ammo is synchronised across the players. In other words, you might want to diversify weapon usage, so you don't end up draining all of one ammo type. Also, don't be an idiot with your weapon.
Whenever you pick up a power up, everyone gets the same effect. Power ups don't include things like soul spheres, berserks (partially), and the like. Those are handled elsewhere. Nonetheless, one person grabbing an invuln sphere could easily change the tide of an invasion match, whether he's good or not. Grab a doomsphere, and, yeah, everything's going to die.
When one guy picks up a rune, EVERYONE gets that rune. You can go grab a spread rune and have an entire squad kick major ass, grab a strength rune and kick major ass, grab a drain rune and kick major ass, and yeah. Just don't be a dick and grab a prosperity rune while everyone else is legging it in the battlefield.
All excess health falls into a health pool, which anyone can access at any time. Note that, when you die, you start at only one health, and have to take health from the health pool to get back up to 100. You can take health from the health pool at any time to heal yourself, at the expense of others. Don't piss anyone off with this!
All excess armor falls into an armor pool, which anyone can access at any time (:O). You can take armor from the armor pool at any time, of either three variety, but note that blue armor is worth 150% of green armor, and red armor 200% of green armor. In other words, you're going to have to pay double if you want a nice shiny set of red armor. Conversly, picking up excess red armor will add to the armor pool doubly much. Also, you can convert between armor as you please, and downgrading your armor will add back to the armor pool, but remember, you're going to have to pay if you want to upgrade that blue armor...
Basically, everything is shared. This can be both a good thing and a bad thing. Just play intelligently, and you shouldn't run into issues.
Notes[/size]
See the health/armor pool messages? You might be thinking they're in a horribly inconvenient place. Well, it is possible to move them around. Use shared_message_x and shared_message_y to move them around - it increments by 1% of the screen times whatever you set the variables to. By default, it uses 70 to the right for shared_message_x, and 2 for shared_message_y.
Also, by request of Gunslinger, the server can cap how much health and armor can be pooled up, through shared_healthpoolcap and shared_armorpoolcap. By default, they're both -1, which means "no limit". Note, however, that any excess pickup is just thrown away, even if you get absolutely nothing from the pickup. I'm not sure how to fix this, so just avoid picking up excess health and armor when the caps are in effect, okay?
Bug: For some reason, picking up max armor bonuses will permanently raise the max value on the skulltag HUD by however much it was raised. This is only a display issue, though - the scripts will still use the correct value.
CVars[/size]
Server-side
shared_healthpoolcap
- Limits how high the health pool can go. Defaults to -1, which means "no limit".
- Limits how high the armor pool can go. Defaults to -1, which means "no limit".
- Sets the amount of health you start with when you respawn. Defaults to 25.
Acts as a multiplier to the variable in its name. First one is for integral part, second is for fractional part (out of 100). For example, shared_ammomult 1 and shared_ammomult_frac 50 would mean you'd get 150% normal ammo.
Variables (replace '*' with the name):
health: The health pickup multiplier (default: 1)
armor: The armor pickup multiplier (default: 1)
ammo: The ammo pickup multiplier (default: 1)
bpak: The backpack max ammo multiplier (default: 2)
shared_scalebackpackammo
- When you pick up a backpack, the ammo you get from it is either scaled or not, depending on this variable. Defaults to 1 (true).
- How many BOOLIT you can normally have. Defaults to 200.
- How many shells you can normally have. Defaults to 50.
- How many ROHKETS you can normally have. Defaults to 50.
- How many cells you can normally have. Defaults to 300.
Client-side
shared_message_x and shared_message_y
- Repositions the health and armor pool messages, and goes by increments of 1/100. Defaults to 70 and 2, respectively.
Screenshots[/size]
<oh who the hell am I kidding anymore>
Download[/size]
v7:
- http://filesmelt.com/dl/sharedresources7.zip (28638 bytes)