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I'm going to attempt to see if I can create a patch for this. |
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You can do this with a PWAD by replacing ALL pickups with custom actors, but that would be a pain in the ass and wouldn't be compatible with other mods so I agree that this would be useful as a server flag. |
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Having it for all items could be better than just for ammo.
All possibly separated by separate flags.
Just so you can pick your own combination from all 6 main item types. General Items, Weapons, Health, Armor, Ammo and Powerups (Including Runes).
Though, maybe too much item types to separate it all in to separate svars.
Just an idea. |
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(0008722)
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jam
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2014-05-06 16:45
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This has actually been done in games like Serious Sam's co-op mode. Every client will have it's own pickup and once picked, it won't be there for THAT client but the other clients will still have the pickup unless they pick it up on their own clients. |
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(0010093)
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Ivan
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2014-07-30 00:07
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I've got a prototype working for a mod I'm making called DnD, where health items have copies of players assigned per player. They can only be picked up by their respective players and seen by them. An approach with similar behavior is the way to go IMO. |
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I had an idea of making each Inventory item having a MAXPLAYERS boolean array of who has picked it up, and upon going over it, it is sent to the client who touched it as picked up. Then a check is done where if the player picked it up runs over it, it wont allow any more picking up (and will be invisible on the client).
This would have to be disabled if respawn items is on. |
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Quote from "Watermelon" I had an idea of making each Inventory item having a MAXPLAYERS boolean array of who has picked it up, and upon going over it, it is sent to the client who touched it as picked up. Then a check is done where if the player picked it up runs over it, it wont allow any more picking up (and will be invisible on the client).
This would have to be disabled if respawn items is on.
I think having a flag that allows for an item to be affected by this would make this more usable. Then a mod could set up items like ammo to respawn, but health to be shared between players. |
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^ Even more for items that are picked up no matter what (ever played Stronghold when some dick just picks up all the backpacks?). Also, I think that should be rather a property of player structure, because people may join and leave, and their slot number may be taken by another player, so your check would deny newly joined players ammo. |
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^ Then clear the data completely for that Player ID when they leave, if it doesn't already do that. And possibly just the pickup data if they spectate as they pretty much start again anyway. |
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This is NOT CLIENTSIDE. The issue should be renamed.
This is SERVERSIDE items that can be picked once and only once by each player. Serious Sam implements this.
It would make coop a lot more fair and eliminate the hassle of deciding who takes which item and make it impossible to take all items for yourself, leaving your teammates with nothing.
This should be a server setting for all items that can be picked up.
"on pickup" triggers should be triggered on the first pickup of the given item, just like in Serious Sam. If one of the players picks up a trapped item, it triggers the trap, the rest of the players can pick up this item without it triggering anything.
There should probably be a decorate flag to exclude an item from this system, if required by some really special item, but I can't think of a use case for such a flag, so, maybe, it isn't really needed. |
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This is a great idea and it's a shame nothing came of it in 6 years |
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Please do it as optional.
Not something by default, it is a bad feature.
Thx. |
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(0017067)
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Fused
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2017-03-30 07:19
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Quote Please do it as optional.
Not something by default, it is a bad feature.
Thx.
Well yeah, if you actually read the ticket properly you would have noticed it requested an option, and not something by default. |
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Hoping we get this feature. Would help with balancing coop without making it either 1 person grabs everything or having respawning pickups |
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(0021838)
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arkore
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2021-11-28 08:43
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One time a person approached me about having the functionality for his friend to pickup the same health and ammo as him, essentially having 2 copies of each item for 2 players.
So, I made him a wad that naturally respawns items 2 times for 2 players, using a respawn time of 2 seconds.
I feel that a universal mod can be made by utilizing CVARS and SERVER.CFG.
But, if this behavior is implemented into Zandronum, I would expect it be designed the same way, using respawning, not "stay" ("sv_weaponsstay") behavior. Keep it simple.
METHOD #1:
Server Variable "sv_itemrespawnlimit" to set as 2 (for 2 players.)
Server Variable "sv_itemrespawntime" to set as 2 (for 2 seconds.) (If Zandronum doesn't decide to set a standard by hardcoding 2.)
9 out of 10 times this would be meet a server owner's needs and expectations.
Or something more specific:
METHOD 0000002:
(based on sv_respawnsuper)
sv_respawnhealth true (default: false)
sv_respawnarmor true (default: false)
sv_respawnammo true (default: false)
sv_respawnhealthlimit 2 // for 2 players (default: 0 for unlimited)
sv_respawnarmorlimit 2 // for 2 players (default: 0 for unlimited)
sv_respawnammolimit 2 // for 2 players (default: 0 for unlimited)
sv_respawnhealthtime 2 // for 2 seconds (default: 0 for unlimited)
sv_respawnarmortime 2 // for 2 seconds (default: 0 for unlimited)
sv_respawnammotime 2 // for 2 seconds (default: 0 for unlimited)
This requires "sv_itemrespawn" to be false, which already is by default.
I'm not in favor of special behavior like "stay" or visible only on their screen, clientside, or whatever. I feel that just complicates things, and even looks complicated in-game for anyone playing or watching. Everyone knows that only weapons have ever had "stay" behavior. Let's not make ammo look weird in-game too when a player runs over it and it doesn't disappear (get picked up). Looks unnatural. Respawning is better. The item can be picked up, everyone can see it be picked up, and the item simply respawns, everyone sees it respawns, and they see and understand what's going on, and players even have the option to let eachother pickup both copies of an item, for that unexpected bonus of flexibility. And less risky to code, or support demo recording. |
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(0022624)
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cq75
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2023-01-03 15:28
(edited on: 2023-01-03 15:30) |
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