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Multiple issues with mod

Posted: Tue Nov 27, 2012 7:06 am
by ZzZombo
Hi! I'm currently working on my Infected Horde mod (link), but I've run into several problems. Some of them seems to originate from Zandronum itself but the rest possibly my own mistakes.

What's wrong:
* Don't know how to prevent players from joining the Infected team. Currently I just call spectate command on the players.
* The game continues to randomly infect players after the first Infected was found and this "random" player is always the player with least idx (index of player in engine's list of players).
* Players sometimes don't clear "tokens" of what weapon they are holding causing them to be rendered with invalid sprites such as a shotgunner looking like he is holding chainsaw.
* Players that somehow joined the Infected team by will and got moved by the game into appropriate Humans team or Humans got infected and thus moved to the Infected team leave a ghost player behind sometimes invisible but still. It causes the server to crash whenever it changes map.
* Whenever a player dies it gets stuck in this "dead" state. He is unable to respawn nor to go to dead spectator mode!
* When a player gets infected he moves to an Infected start spot because of Player_SetTeam() that is undesirable in most cases. Who knows a workaround?
* How can I make a line to block only players of one team?

I have a test server running (named ":: [BE] New Jersey :: Infected Horde VERY test server"). Any help is appreciated.

For those who want to create a server themselves there is setup configuration:

Code: Select all

doom2.wad skulltag_data.pk3 skulltag_actors.pk3 zzz_infectedhorde-alpha-27-11-2012.pk3 zzz_infectedhorde_acs-alpha-27-11-2012.pk3 zzz_infectedhorde_music-alpha-27-11-2012.pk3 infected_horde-test-27-11-2012.wad

SV_WebSite "http://www.[bad site]/wads/"

teamgame 1
addmap map01
Please be warned: don't use bots because they completely don't behave as the game expects.

RE: Multiple issues with mod

Posted: Tue Nov 27, 2012 8:25 pm
by Torr Samaho
ZzZombo wrote: * Players that somehow joined the Infected team by will and got moved by the game into appropriate Humans team or Humans got infected and thus moved to the Infected team leave a ghost player behind sometimes invisible but still. It causes the server to crash whenever it changes map.
Can you condense this to a minimal example wad and create a bug report at the tracker for this crash (or point me to the ticket if there already is one)? If the server crashes when changing the map, this could very well be a Zandronum bug.

RE: Multiple issues with mod

Posted: Tue Dec 11, 2012 3:34 pm
by Lollipop
about the token thing with the weapons... Why dont you just use weapon.preferredskin?
example for a shotgun:
weapon.preferredskin "MarineShotgun"
the skinname doesnt really matter, this way its nearly impossible to screw up ;)
(at least this works for aow2)

decided to change this post completely:

§1. Make a teambalancer, thats the option, im sure there is a way to hide the team with the TEAMINFO lump, or else you can jsut make it up like in ZH.

§2. Is it an ACS script? Then use STOP at the end of the script to prevent it from interacting any furher with the game.

§3. weapon.preferredskin is the way to go on this one.

§4. Im not sure about this one.. ill split it:
4.1 they are not supposed to join infected team, see §1 for the answear on that one.
4.2 They stay where they was? Odd, this sounds like a bug to me, even though, I think you use a simple teamchanger script, try and forcespec them and forcejoin the right team, I cant see any other workaround for this. If you choose to follow §1 then i suppose you change weapons of the infected player and then make a takeinventory and giveinventory script that follows the weaponhit activation. Just to make sure that everything is easy to manage.
Proberly because you havent removed them from the team, but only assigned them to the other team and therefore they are actually assigned to both. No wonder that the server crashes if its supposed to spawn the poor bega at 2 places at same time >.<

§5. Now that is odd!, make sure that the players death state is proberly made, try and look up the deathstate of other playerpawn actors, I think you have made the deathstate function the same way as a monster death? If thats the case... its quite obvious -.-

§6. change his playerclass, takeinventory of all other classes weapons and giveinventory to give him the infector weapon.

§7. I think... Maybe a script that is activated by the players that run over, it checks inventory and if the statement is true, it uses a trust function to trust the actor backwards, notice that this script isnt supposed to have any delays, else they might get over the line anyways :\

§8. ASK QUESTIONS IF YOu DONT UNDERSTAND!... ok?...

RE: Multiple issues with mod

Posted: Tue Jan 15, 2013 11:35 am
by Zupoman
ZzZombo wrote: * The game continues to randomly infect players after the first Infected was found and this "random" player is always the player with least idx
Can you show the randomization code? Because I had same problem when I was doing player randomizer, but I found a way around.

RE: Multiple issues with mod

Posted: Tue Jan 15, 2013 11:41 am
by ZzZombo