In the new patch, we added a new gamemode called Rageball. It's a mode that rewards teamplay, so running around mindlessly won't work here.
Controls: To throw the ball a medium distance, press F. Weak throw/lob, RMB + F. Strong throw, LMB + F. Also read this guide: http://forum.c-rpg.net/index.php/topic,25571.0.html- Your team wins "round" by scoring on the enemy team's goal. The goal currently uses the archery target model from native.
- Multiplier works like in battle, except you get multi by scoring.
- You respawn close to where you last died. Positioning will be important here, and killing won't always be the best thing to do.
- The carrier will have his athletics and agility divided by 3 until someone else picks it up.
- Doing damage to the carrier (also ranged), will cause him to "drop" the ball.
- There is health-regen
- Strength improves how far you can throw.
- No horses
Changes and additions to rageball in the patch that will be released very soon:
- Replaced the old archery target goals with a new goal. Looks quite a lot like the goals in handball now. Thanks to Meow for making the goals + goal lines.
- Goal keepers. Only one player per team can be a goal keeper. You become one by being the first to enter the goal area. If the keeper dies, or if he leaves the goal area, other players may take over the role.
- Goal area. Marked by a half-circle on the ground. Only the keeper can cross this line.
- Manual catch. All players can now grab the ball while it is in the air. Look at the ball when it is close and press F to catch it. This is quite hard to pull off because you need to time it really well. Only the keepers can pick up the ball when it is stationary.
- Ball bounce! Only works on flat terrain in this version, and it won't bounce off walls yet. This limits the maps in this version of rageball to the flat stadium maps. I'm hoping to add bounce support to uneven terrain in the next patch, but I can't promise anything. If it doesn't work out too well, I can always enable/disable ball bounce on a per map basis.
- Ball spin when the ball is kicked. Curves the path of the ball, and changes how the ball changes direction after the first bounce on the terrain. More info on this can be found in the guide I'll link to below.
- Passive catches for kicks will have a chance of failing, returning the ball from where it came, and possiby knocking you down if you are lightly armored.
- Additional respawn rule, if you die in a position that is farther away from the distance between your goal and where the ball spawns in the middle of the map, you can only spawn closer to your goal from where you died. You also have to wait a few more seconds to respawn.
- New icons for the ball and goals. Once again thanks to final_boss for these. The ball icon will change color depending on what team has control of the ball.
- Fog has been removed from rageball. Thanks to cmp for this
- New scene prop has been added for map makers to define areas where the ball will be considered out of bounds. It's a box similar to the barrier box, that you can rescale and rotate as you want. The server checks if the ball is inside one of these areas ever second, and gives the other team a free kick close to where it left the playable area. It does not block player movement or projectiles.
- Autobalance runs after each goal. It was added recently and hasn't been tested yet ^^, so it might be a bit rough.
- Sounds, finally! Only for ball hitting something, and kicks, for now.
- XP multiplier decay. When a goal hasn't been scored in quite a while, players with x4 and x5 lose one multiplier. This is to prevent leeching.
- Bug-fix: Athletics/agility not resetting after scoring a goal or throwing the ball out of bounds.
That's all I can remember for now. 22nd_Paul/Urist had a big part in this patch as well, he is responsible for the kick spins, sounds, knockdowns from kicks, and helped me out with a big part of the ball bounce script! The changes are quite big, and we'll have to see how it all plays out before I start doing a smaller patch to balance anything that is needed.
Paul made a guide that goes more into detail on the kicks, catches, and goal system: http://forum.c-rpg.net/index.php/topic,25571.0.html
I'll just post the changes I have done so far to rageball, so you don't have to suggest changes that I have already made. More changes/features might make it into the next patch which will be released soon.
- New respawn tweaks. The entry points that the goals spawn on are ignored. Will choose the closest entrypoint to where you last died, as long as it doesn't have any hostiles within a 5m radius of it.
- Added agi debuff when carrying ball (agi / 3). Sorry, agi-whores, but this was needed. ^^
- Carrier debuff now lasts until someone else picks up the ball
- Improved the freekick mechanism a bit. Freekick mode duration changed from 10s to 15s.
- STR bonus to throwing power removed from short throw.
- Added new icons for ball, enemy goal, and your own goal. Thanks to Final_Boss for making these!
visitors can't see pics , please
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loginAfter taking this screen, I moved the goal icons 3m in front of goal, and quite a bit higher, so as not to help players take shots at the goal without seeing the goal itself.
- Disabled all siege equipment.
- Slightly decreased the power of the strong throw
- Added color to the message that tells you a player picked up the ball. Color depends on if the player is in your team or not.
- Rescaled the goals to be a bit wider.
- Slightly reduced the width of the player hitbox for detecting collision with ball.
- If your riding skill > athletics skill, your athletics in rageball = riding skill.
Information for server admins and map makers:
- You can make any battle map support Rageball by adding the following entrypoints to your maps:
95: ball spawn position at match start. This is also where the ball will be moved if being idle for 30 seconds.
96: Team 0 spawn
97: Team 1 spawn
98: Team 0 goal
99: Team 1 goal
0-94: Used as spawn points after a player dies, try to spread these around the map evenly. You don't have to place all of them.
- To block the ball and players, use the "barrier_box" instead of the normal 2d barriers, because the 2d barriers don't block the ball.
- Normal battle maps also work, but they might be glitchy/unbalanced like hell.