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allow exit only after X% kills in Coop/Survival games

 
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Memfis
MemfisWatt


Joined: 29 Oct 2011

PostPosted: Fri Aug 16, 2013 1:09 am    Post subject: allow exit only after X% kills in Coop/Survival games Reply with quote

A common issue on Survival/Coop servers is when people exit too early. For example they may exploit some speedrunning trick and skip a big portion of the map. Naturally, many people get upset about this. To solve this problem I suggest introducing new variable - sv_minkills, which would allow exiting the map only after a certain percentage of monsters is dead. The value ranges from 0 to 100, so sv_minkills 95 would mean that you'd have to kill 95% of the monsters to be able to activate the exit.

Mods that do something like this already exist but I think it would be much nicer to have an "official" variable.
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Cybershark
Spamming!


Joined: 05 Jan 2005
Location: off the grid, but still fighting for the users!

PostPosted: Fri Aug 16, 2013 1:46 am    Post subject: Reply with quote

"Nicer" for you, maybe.

But if a fully functional method already exists, why should the devs waste their time?
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Krawa
There is a limit


Joined: 23 Nov 2008
Location: #SDA

PostPosted: Fri Aug 16, 2013 2:26 pm    Post subject: Reply with quote

The advantage of a hard coded version of "kill em all" would be:
The exit switch or exit line would be possible to activate when the percentage of killed monsters is reached instead of a script exits.
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Cybershark
Spamming!


Joined: 05 Jan 2005
Location: off the grid, but still fighting for the users!

PostPosted: Sun Aug 18, 2013 3:53 am    Post subject: Reply with quote

Ok, yeah, that makes a lot more sense in gameplay terms of co-op/survival.

Exit and number of kills should surely be reached.
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Ronald
Rontard


Joined: 17 Aug 2005
Location: Netherlands Clan: [QnB]

PostPosted: Sun Aug 18, 2013 5:55 am    Post subject: Reply with quote

I do hate it when there are speedrunners on the server indeed. Running away from every fight like a coward and not allowing you to explore the map. I'd like to say "yes please" to this request. Smile
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Maikl_Russia
has entered the game!


Joined: 18 Jul 2005
Location: RU

PostPosted: Tue Oct 20, 2015 9:28 pm    Post subject: Reply with quote

Krawa wrote:
The advantage of a hard coded version of "kill em all" would be:
The exit switch or exit line would be possible to activate when the percentage of killed monsters is reached instead of a script exits.

If via ACS would be possible to change server variables ...... You understand me. Smile
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Evolution
Wicked Sick!


Joined: 06 Sep 2005

PostPosted: Thu Nov 12, 2015 8:36 pm    Post subject: Reply with quote

Old but good idea
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Krawa
There is a limit


Joined: 23 Nov 2008
Location: #SDA

PostPosted: Fri Feb 01, 2019 8:47 pm    Post subject: Reply with quote

Could be done with ACS and xlat for Doom/Boom format maps.
exitrun2 shows how to used modified (ZDaemon) xlat.
Feel free to use it, but don't forget to add DOOMXINF with the description.

Code:
Translation of DOOMX changed:

11  S1 Exit Level -> ACS_Execute (243, 0, 1, 0, 0)
52  W1 Exit Level -> ACS_Execute (243, 0, 2, 0, 0)
197 G1 Exit Level -> ACS_Execute (243, 0, 0, 0, 0)

51  S1 Exit Level (goes to secret level) -> ACS_Execute (244, 0, 1, 0, 0)
124 W1 Exit Level (goes to secret level) -> ACS_Execute (244, 0, 2, 0, 0)
198 G1 Exit Level (goes to secret level) -> ACS_Execute (244, 0, 0, 0, 0)

Flags increased by 1, so all are repeatable.
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