DB-OffsideCube V2 (offside testmap)
Posted: 18-05-2006 23:25
<UPDATE: Mutator, GameType (31.05.06) />
DB_DodgeDeathball
(GameType)
Features:
in Dodge-mode: (bUseSprint=false)
- every field player gets the possibility to dodge. after a dodge he has to wait 10 seconds until he is able to dodge again.
- keepers' dodges don't count, so a keeper always has a field-player dodge left if he leaves penalty zone
in Sprint-mode: (bUseSprint=true)
- every player (i.e. keepers and field players) gets the ability to sprint,
- therefore he's given a 2.0 second stamina bar.
- you may only start to sprint while running and with a minimum stamina of 1.0sec,
- this (starting to sprint) costs 0.5sec of stamina.
- you run 1.7 times faster while sprinting,
- but you may not jump (or dodge) while sprinting.
- you stop sprinting when you run out of stamina or you release the sprint button.
- if boosted while sprinting, it is treated like you didn't sprint (i.e. your speed is set to what it would be without sprint before boost is applied.)
Installation:
- Clients
If the server supports downloads, it will send you the small DB_Offside.u otherwise you'll have to install it like described for servers.
- Servers (or if you want to use it in botmatch)
Download: http://pickitup.ath.cx/stuff/DB_Offside.zip and put the zip's contents in the deathball/system directory. (no setting of serverpackage required as it seems)
Usage:
- Clients (in-game):
Dodge is used via double tap a direction key or db's quickbinds for dodge.
Sprint is used via the walk key. Either set it up using ut2004's menu under
options -> controls -> configure controls -> miscellenious -> walk or using the console with
"set input KEY walking" (some also reported "set input KEY walk" works...) where KEY is the name of the key you want to use.
- Servers:
set the server to the DB_DodgeDeathball gametype either via webadmin, ut2004's host server menu or with a console command similar to:
admin servertravel db-cube?game=DB_Offside.DB_DodgeDeathball?bUseSprint=true
you can make it voteable using ut2004's mapvote feature by adding these lines to the server's ini file in the [xVoting.xVotingHandler] section:
GameConfig=(GameClass="Deathball.DB_Deathball",Prefix="DB",Acronym="DB",GameName="DB",Mutators="none",Options=)
GameConfig=(GameClass="DB_Offside.DB_DodgeDeathball",Prefix="DB",Acronym="DB S",GameName="DB Sprint",Mutators="none",Options="bUseSprint=true")
GameConfig=(GameClass="DB_Offside.DB_DodgeDeathball",Prefix="DB",Acronym="DB D",GameName="DB Dodge",Mutators="none",Options="bUseSprint=false")
or see http://wiki.unrealadmin.org/MapVote_%28UT2004%29 for more details about configuring mapvote
DB_MutOffside
(Mutator)
Features:
- server side only
- Offside for about any Deathball Map.
- Requirements for Maps to be used with this mutator (that don't include their own DB_Offside Actor):
>> TeamZones int the areas where Offside should be applied
>> At least one GoalZone for each team and a BallSpawn (first found is used) to align the direction Offside is applied on (only horizontal and in 45° steps).
>> Keeperspawn with 1024uu free space above, for ball respawn in case of offsides.
- Additional features if manual placed into a map:
>> (optional) set directions, ballrespawn manually
>> (optional) have offside measured in radial direction around a certain location for each team.
Rules:
- if Player A plays (e.g. pass, shot, volley...) the ball to Player B of the same team and B touches the ball he is offside if none of the following was true at the time the ball was passed:
(1) B is in his own half or
(2) A is closer to the goal than B or
(3) 2 Players of the opposing team are closer to the goal than B
- Furthermore B is able to avoid being offside in that situation by
>> returning to his own half or
>> getting further away from the goal as one of the imaginary lines described in (2) or (3)
anytime before he plays the ball
- There is no passive Offside. (i.e. you can only be offside if you touch the ball)
Technical notes that might explain behaviour on non-standard maps:
- the term "closer to the goal" is just used for better imagination, it actually means the coordinate measured along the predefined direction is smaller and
- the term "in his own half" refers to not touching an Enemy TeamZone or touching an own TeamZone
Installation:
see above, but note that it is ServerSide only, so Clients don't need to download this at all (if only the mutator is used)
Usage:
Select this Mutator any way you like (e.g. WebAdmin, UT2004 Menu, console: "admin map DB-Cube?Mutator=DB_Offside.DB_MutOffside")
Further Mapvote GameConfig entries to make offside voteable for db and the two sprint variants:
GameConfig=(GameClass="Deathball.DB_Deathball",Prefix="DB",Acronym="DB O",GameName="DB Offside",Mutators="DB_MutOffside.DB_Offside",Options=)
GameConfig=(GameClass="DB_Offside.DB_DodgeDeathball",Prefix="DB",Acronym="DB SO",GameName="DB Sprint Offside",Mutators="DB_Offside.DB_MutOffside",Options="bUseSprint=true")
GameConfig=(GameClass="DB_Offside.DB_DodgeDeathball",Prefix="DB",Acronym="DB DO",GameName="DB Dodge Offside",Mutators="DB_Offside.DB_MutOffside",Options="bUseSprint=false")
DB_DodgeDeathball
(GameType)
Features:
in Dodge-mode: (bUseSprint=false)
- every field player gets the possibility to dodge. after a dodge he has to wait 10 seconds until he is able to dodge again.
- keepers' dodges don't count, so a keeper always has a field-player dodge left if he leaves penalty zone
in Sprint-mode: (bUseSprint=true)
- every player (i.e. keepers and field players) gets the ability to sprint,
- therefore he's given a 2.0 second stamina bar.
- you may only start to sprint while running and with a minimum stamina of 1.0sec,
- this (starting to sprint) costs 0.5sec of stamina.
- you run 1.7 times faster while sprinting,
- but you may not jump (or dodge) while sprinting.
- you stop sprinting when you run out of stamina or you release the sprint button.
- if boosted while sprinting, it is treated like you didn't sprint (i.e. your speed is set to what it would be without sprint before boost is applied.)
Installation:
- Clients
If the server supports downloads, it will send you the small DB_Offside.u otherwise you'll have to install it like described for servers.
- Servers (or if you want to use it in botmatch)
Download: http://pickitup.ath.cx/stuff/DB_Offside.zip and put the zip's contents in the deathball/system directory. (no setting of serverpackage required as it seems)
Usage:
- Clients (in-game):
Dodge is used via double tap a direction key or db's quickbinds for dodge.
Sprint is used via the walk key. Either set it up using ut2004's menu under
options -> controls -> configure controls -> miscellenious -> walk or using the console with
"set input KEY walking" (some also reported "set input KEY walk" works...) where KEY is the name of the key you want to use.
- Servers:
set the server to the DB_DodgeDeathball gametype either via webadmin, ut2004's host server menu or with a console command similar to:
admin servertravel db-cube?game=DB_Offside.DB_DodgeDeathball?bUseSprint=true
you can make it voteable using ut2004's mapvote feature by adding these lines to the server's ini file in the [xVoting.xVotingHandler] section:
GameConfig=(GameClass="Deathball.DB_Deathball",Prefix="DB",Acronym="DB",GameName="DB",Mutators="none",Options=)
GameConfig=(GameClass="DB_Offside.DB_DodgeDeathball",Prefix="DB",Acronym="DB S",GameName="DB Sprint",Mutators="none",Options="bUseSprint=true")
GameConfig=(GameClass="DB_Offside.DB_DodgeDeathball",Prefix="DB",Acronym="DB D",GameName="DB Dodge",Mutators="none",Options="bUseSprint=false")
or see http://wiki.unrealadmin.org/MapVote_%28UT2004%29 for more details about configuring mapvote
DB_MutOffside
(Mutator)
Features:
- server side only
- Offside for about any Deathball Map.
- Requirements for Maps to be used with this mutator (that don't include their own DB_Offside Actor):
>> TeamZones int the areas where Offside should be applied
>> At least one GoalZone for each team and a BallSpawn (first found is used) to align the direction Offside is applied on (only horizontal and in 45° steps).
>> Keeperspawn with 1024uu free space above, for ball respawn in case of offsides.
- Additional features if manual placed into a map:
>> (optional) set directions, ballrespawn manually
>> (optional) have offside measured in radial direction around a certain location for each team.
Rules:
- if Player A plays (e.g. pass, shot, volley...) the ball to Player B of the same team and B touches the ball he is offside if none of the following was true at the time the ball was passed:
(1) B is in his own half or
(2) A is closer to the goal than B or
(3) 2 Players of the opposing team are closer to the goal than B
- Furthermore B is able to avoid being offside in that situation by
>> returning to his own half or
>> getting further away from the goal as one of the imaginary lines described in (2) or (3)
anytime before he plays the ball
- There is no passive Offside. (i.e. you can only be offside if you touch the ball)
Technical notes that might explain behaviour on non-standard maps:
- the term "closer to the goal" is just used for better imagination, it actually means the coordinate measured along the predefined direction is smaller and
- the term "in his own half" refers to not touching an Enemy TeamZone or touching an own TeamZone
Installation:
see above, but note that it is ServerSide only, so Clients don't need to download this at all (if only the mutator is used)
Usage:
Select this Mutator any way you like (e.g. WebAdmin, UT2004 Menu, console: "admin map DB-Cube?Mutator=DB_Offside.DB_MutOffside")
Further Mapvote GameConfig entries to make offside voteable for db and the two sprint variants:
GameConfig=(GameClass="Deathball.DB_Deathball",Prefix="DB",Acronym="DB O",GameName="DB Offside",Mutators="DB_MutOffside.DB_Offside",Options=)
GameConfig=(GameClass="DB_Offside.DB_DodgeDeathball",Prefix="DB",Acronym="DB SO",GameName="DB Sprint Offside",Mutators="DB_Offside.DB_MutOffside",Options="bUseSprint=true")
GameConfig=(GameClass="DB_Offside.DB_DodgeDeathball",Prefix="DB",Acronym="DB DO",GameName="DB Dodge Offside",Mutators="DB_Offside.DB_MutOffside",Options="bUseSprint=false")