King of the Hill?

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sinewav
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Re: King of the Hill?

Post by sinewav »

Z-Man wrote:...you have to upload it to the repository.
I think that was the problem. I define my own resource in MAP_FILE since I can't load anything to the Arma repro. Either way, my server started working again, so let's forget about this and move on to another question I have - a technical one:

When Arma fills the spawn points with players/teams it does so by score, with the lowest score filling the first listed spawn point in the xml doc. Is there a way to reverse this process, or trick Arma into doing it the other way?
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Z-Man
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Re: King of the Hill?

Post by Z-Man »

sinewav wrote:When Arma fills the spawn points with players/teams it does so by score, with the lowest score filling the first listed spawn point in the xml doc. Is there a way to reverse this process, or trick Arma into doing it the other way?
Only by hacking the source. The only setting influencing spawning is the spawn point group setting designed to distribute players a bit evenly across arena sections.
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Re: King of the Hill?

Post by kyle »

sinewav wrote:When Arma fills the spawn points with players/teams it does so by score, with the lowest score filling the first listed spawn point in the xml doc. Is there a way to reverse this process, or trick Arma into doing it the other way?
with sty+ct SPAWN_WINNERS_FIRST 1
:), i added that a while ago
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sinewav
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Re: King of the Hill?

Post by sinewav »

kyle wrote:with sty+ct SPAWN_WINNERS_FIRST 1
:), i added that a while ago
Yeah, well, I'll use that when it's part of a stable dedicated - sometime in 2013 I guess. :wink:
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Re: King of the Hill?

Post by Phytotron »

Mecca wrote:
sinewav wrote:...and has all the popular Fort/Sumo physics
Phytotron wrote:Bummer.
Why is that a bummer? I do not understand why you hate every server that dos[sic] not have 1 rubber.
I don't hate every server that doesn't have 1 rubber. And the comment wasn't even about the rubber, specifically. It's all the physics settings. There's no reason why every fortress/sumo/etc. server has to have the same speed, acceleration, wall length, explosion radius, and so forth. Plus, I know sinewav has a bit more creativity than that (not that it takes much), which made it a little more disappointing on top.

But you quite possibly knew that—especially since I've made the point a few other times on this forum—and are just doing your typical, idiotic, childish trolling games.
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Re: King of the Hill?

Post by DESiRE »

and are just doing your typical, idiotic, childish trolling games.
I think you just described yourself, Phytotron.

Anyway, the server is great Sine.wav, the name should include something with Fortress in it since most people are entering that don't even play Fortress.
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Re: King of the Hill?

Post by sinewav »

Phytotron wrote:There's no reason why every fortress/sumo/etc. server has to have the same speed, acceleration, wall length, explosion radius, and so forth. Plus, I know sinewav has a bit more creativity than that (not that it takes much), which made it a little more disappointing on top.
This was just one of several ideas I wanted to try. As it turns out, this server only works well with experienced Fortress players. Average Fort players have a difficult time and everyone else is just plain lost. It's still a cool Fort-variant, but too unlike "King of the Hill". I'll soon replace it with yet another KOTH idea I have using win/death zones and different physics.
DESiRE wrote:Anyway, the server is great Sine.wav, the name should include something with Fortress in it since most people are entering that don't even play Fortress.
If anyone wants to rename it and take over, that's cool with me. PM me for the settings.
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Re: King of the Hill?

Post by Concord »

it's a nice name, gets non-forters into a fortress-related server. How is that at all bad?
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Re: King of the Hill?

Post by Phytotron »

DESiRE wrote:
and are just doing your typical, idiotic, childish trolling games.
I think you just described yourself, Phytotron.
Oh, so clever! I know you are but what am I? Nyah nyah. Pft. Who the hell are you, anyway? You haven't been around a month, yet this is at least the second time you've taken an unprovoked pot-shot at me. Just another one of these fools' toadies?

So, in what way have I "trolled?" Again, you seem to be one of these jokers who define "trolling" as any kind of expressed criticism (especially of something you like), disagreement (especially with something with which you agree), or any other expression that you happen to dislike, and then use the word as nothing more than a shallow rhetorical weapon to try to shut someone down. That's stupid and dishonest.

My comments here didn't attack or insult anyone. They weren't off-topic. They weren't made in an effort to start up some shit or disrupt the thing. The first was a mere expression of disappointment regarding physics settings, on topic and on the substance. The second was a follow-up having to explain that disappointment, which was itself a substantive criticism on the subject of game settings.

So what the **** is your problem? Whatever it is, suck it up and get over it.


***********************************


Anyway, back on topic. Seems to me if you want a legit King of the Hill type game using zones, you need zone settings I haven't yet seen, ones reflecting what I described in the post I linked to on the previous page.

First, they should be square zones. (I believe this should be true for any zone-based game. It's a 90° game.)

Then you need shorter tail lengths that don't allow the kind of lame shit that characterises half of Fortress's tedium, whereby one just encircles the zone and chases his tail ad infinitum. (As a matter of fact, that would make fortress slightly more interesting, as well.)

Once those are settled, we move to game rules and zone settings.


The game can begin, and the King established, in a couple different ways:

1. If using a mazey map, the zone (i.e., the Hill) is placed somewhere randomly. Players, spawned randomly around the map, must then scramble to locate it. The zone is neutral until the first player enters it. It then becomes his zone—he is King of the Hill.

2. Simple arena, one zone in the middle. At the beginning of the match (or each round), one player is spawned in the middle of the zone as the King, while the others spawn around it as usual.


Once the King is established:

It's not about conquering the zone as in Fortress or Sumo; it's about tossing the King off the Hill. The zone should not decay, the number of players within it should have no influence. So, rather than zone decay and conquest points, points are awarded:

1. To the King continuously, based on time surviving in the zone while others try to core dump him or push him out.

2. To the King after a designated time. He must hold it for, say, 30 seconds, then is awarded a point(s). This can be cumulative as well: every 30 seconds he gets another point(s) until he is core dumped or pushed out.

3. To all other players equally once the King is core dumped or pushed out.

Loss of zone ownership upon being pushed out of the zone should be immediate; no decay time.

Throughout all this there could (probably should) be respawn for the attacking players.

No points should be awarded to the King for anyone else's death.


Upon the King's defeat (either by core dump or ouster), one of a few things can occur:

1) The zone remains, and ownership is immediately transferred to another player, determined by:

a) whomever was the second to enter initially
b) whomever has been inside it longest up to the point the King was defeated
c) whomever was credited the kill of the King (probably not a good idea)

2) The zone immediately relocates and players must again scramble to again be the first to enter.

3) The round ends. New round, new zone.

In instances 1 & 2, the round would continue; it would be a single-round match.


The game is over once:

1. A time limit has expired.

2. A score limit has been reached.

3. A round limit has been reached.

3. Each player has had a turn at being the King.

Obviously, which of these is used should be based on which rules above are first determined. I hope I shouldn't have to explain the logic of which should go with what.





Then again, all the said, I always figured Fortress and Sumo were already, at least to some extent, Arma's takes on King of the Hill, anyway. At least until the above can be accomplished.


::goes off to ingest Benadryl and apply Cortizone::
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Mecca
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Re: King of the Hill?

Post by Mecca »

Phytotron wrote:
Mecca wrote:
sinewav wrote:...and has all the popular Fort/Sumo physics
Phytotron wrote:Bummer.
Why is that a bummer? I do not understand why you hate every server that does *fixed* not have 1 rubber.
I don't hate every server that doesn't have 1 rubber. And the comment wasn't even about the rubber, specifically. It's all the physics settings. There's no reason why every fortress/sumo/etc. server has to have the same speed, acceleration, wall length, explosion radius, and so forth. Plus, I know sinewav has a bit more creativity than that (not that it takes much), which made it a little more disappointing on top.

But you quite possibly knew that—especially since I've made the point a few other times on this forum—and are just doing your typical, idiotic, childish trolling games.
I am not trolling, I am just asking you a question. You always seem to be against anything that is not classic play. I may have not seen you make that point in some of your other posts because they are simply just too long to bother to read.

The reason why for/sumo servers all have the same speed, accel, etc. is because if you change the physics at all, people will complain and will not play in your server. Creativity has nothing to do with it.
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kyle
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Re: King of the Hill?

Post by kyle »

Phytotron, for the most part what you described is how mine works. I don't have square zones, a player must be the only one in the zone to have ownership of it. and the cumulative points for time have already been added. I do like the idea of first come gets zones until they are taken out maybe i'll port that as another option.

anyway 78.46.226.238:4537
should be pretty close to what you said :) It does have shooting though, but that is to help fend off people from getting to your zone.
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