sv_autolock or sv_lock_required

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Sayned
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sv_autolock or sv_lock_required

Post by Sayned »

Basically a small idea that would be handy for my upcoming DDRace map:

sv_autlock 1/0
If set to 1, team will automatically get locked as soon as all tees start the race.

sv_lock_required 1/0
if set to 1, team can't start the race until team is locked.

Why would I need such a feature?
I'm planning on releasing a map where player must be in team with his dummy and while dummy won't even be needed to finish the map, dummy affects gameplay greatly by controlling switches and killing dummy without killing actual player will result an easy win. I know this doesn't make any sense right now, but it will be clear when I post the map here. That being said I need some way to froce players to lock their teams to prevent this from happening
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kamillentee
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Re: sv_autolock or sv_lock_required

Post by kamillentee »

Since we talk about lock, what about having an option (map settings e.g.) to not kill a player in a locked team if a teammate got killed through killtiles. It should prevent dying at the end of a dummy map but /lock would be still useful.
  • If you press kill the whole team will respawn
  • If a part of the team got killed by kill tiles nobody will die except the tee who touched the kill tile
It should be an option for mappers in a mapconfig because in non-dummy-maps its mostly wanted to have kill tiles killing all team members.
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timakro
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Re: sv_autolock or sv_lock_required

Post by timakro »

We try to keep the number of map settings down. If you are doing a standart dummy map use the ENTITIES OFF SIGN tile (https://ddnet.org/explain/) and tell the player to unlock team before killing the dummy. Otherwise you should explain your problem better so we can maybe find better solutions.
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BannZay
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Re: sv_autolock or sv_lock_required

Post by BannZay »

@Sayned, I guess its possible to check is dummy dead using existings features. You can send me map, I took a look how could it be
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Sayned
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Re: sv_autolock or sv_lock_required

Post by Sayned »

BannZay wrote:@Sayned, I guess its possible to check is dummy dead using existings features. You can send me map, I took a look how could it be
It actually is. I have already done this on my map (I have added tons of switches and doors just to deal with this issue). The map

That being said I don't really need those commands to fix my own map, but I still feel like one of those map settings options would be really handy in some situations
GFX:
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Maps:
Image Image
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