cRPG

cRPG => Suggestions Corner => Topic started by: Nehvar on July 18, 2015, 12:48:35 am

Title: Credit for nudge-related gravity kills.
Post by: Nehvar on July 18, 2015, 12:48:35 am
If you kick someone off a ledge and the fall kills them you get credit for the kill.  Nudges, however, do not currently work this way.  I think nudges should work the same way as kicks in regards to gravity-kill credit.

Edit: Fixes.
Title: Re: Credit for nudge-related gravity kills.
Post by: Herkkutatti666 on July 18, 2015, 01:42:39 am
Rather remove nudge.
Title: Re: Credit for nudge-related gravity kills.
Post by: Jona on July 18, 2015, 07:51:51 am
This has been brought up in the past, but for some reason there is nothing they can do with the code to get it to work (or it just isn't worth the amount of effort it would take to do it). The last time this was mentioned plenty of people thought it is just fine this way since it counts as a suicide for the player who falls as opposed to you killing them (so they get -1 kill) which is arguably worse for them. The satisfaction of completely owning them should be enough for the nudge-killer (and it has to be, since you're stuck with it).  :wink:
Title: Re: Credit for nudge-related gravity kills.
Post by: Algarn on July 24, 2015, 02:52:20 am
Paul said that we had to bug cmp, long time ago, because the cases of nudges+gravity are similar with the kick+gravity, if I'm not wrong.
Title: Re: Credit for nudge-related gravity kills.
Post by: Paul on July 27, 2015, 04:55:22 pm
Yeah, I dun really know how the kick gravity kill counter works internally. It doesn't seem so trivial. Could be done with a player slot that keeps track who kicked the respective player last. But then again a lot can happen between a kick and a fatal landing. Is the slot wiped when the victim player moves/jumps a bit on his own? By time? When he is hit by other people? Anyone tested that?

Maybe I'm just not seeing the easy solution.
Title: Re: Credit for nudge-related gravity kills.
Post by: Switchtense on July 27, 2015, 06:16:40 pm
Yeah, I dun really know how the kick gravity kill counter works internally. It doesn't seem so trivial. Could be done with a player slot that keeps track who kicked the respective player last. But then again a lot can happen between a kick and a fatal landing. Is the slot wiped when the victim player moves/jumps a bit on his own? By time? When he is hit by other people? Anyone tested that?

Maybe I'm just not seeing the easy solution.

I think the easiest would be exactly what you said.
Whoever nudged/kicked a person last gets the kill in case of gravity death and this slot would be wiped by time.
3-5 seconds should be good. In case of a high wall it should not take longer than 5 seconds to get nudged onto an edge, wiggle around attempting to run back on the wall realising it is too late and falling to your death.

A nudge towards an edge and the victim somehow jumping down on their own, or after taking a hit or whatever, should not be relevant during those 5 seconds, since the nudge was the inital bop that made the victim get too close to the edge.

Might wind you up if you actually hit someone last and he falls and dies and someone else gets the kill, but at the moment you would not get the kill either, unless your hit made them tumble back into their death.
But the additional satisfaction when nudging someone off an edge AND getting a kill would make more than up for it in return =)
Title: Re: Credit for nudge-related gravity kills.
Post by: Paul on July 27, 2015, 06:50:09 pm
The problem is that all this stuff is tedious to do in the module system as far as I see it. I don't even know if there is an agent_jumped trigger. Probably not. Monitoring the jump key clientside or constantly keeping track of the z position of a player just to figure out if he jumped or not sounds bad. Maybe with checking anims.. Point is it's not easy to do with the tools the MS provides. If cmp had provided the kick solution from the engine, I'd used it for nudge.