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-   -   [ANY] tLevelMod v0.1.3 (2010-04-05) (https://forums.alliedmods.net/showthread.php?t=121356)

Thrawn2 03-24-2010 02:38

Re: [ANY] tLevelMod v0.1.2 (2010-03-14)
 
Quote:

Originally Posted by noodleboy347 (Post 1126887)
Why isn't levelmod at the top?

it is the foundation tGunGame is built on.

Acecombat2 03-25-2010 05:17

Re: [ANY] tLevelMod v0.1.2 (2010-03-14)
 
Quote:

Originally Posted by kiraibrasil (Post 1120601)
It iIt is possible to do this in the plugin to l4d2
When the players get a level he gains a point. To this point he may choose to increase your speed, jump, life and your attack / weapon damage. 1% Exeter to life
Finally the player in the highest level would be well

Your level 50 and you have 150 life 10% damage with 10% speed and 10% jum


Thrawn2 03-25-2010 10:02

Re: [ANY] tLevelMod v0.1.2 (2010-03-14)
 
hacking it together - hardcoded: very easy. take a look at the (linked obove) tAttributes Alpha for tf2.
implementing it in a way so it can be used by [any] game, thats a lot harder and is what i'm working on atm.

Acecombat2 03-26-2010 07:35

Re: [ANY] tLevelMod v0.1.2 (2010-03-14)
 
ah i see..... "All In One"

:up:

Thrawn2 03-28-2010 08:04

Re: [ANY] tLevelMod v0.1.2 (2010-03-28)
 
this has been updated for compatibility reasons to tAttributes.
Finally some effects for l4d2/tf2 =D this is not just cosmetic anymore (if you want it too).

Annihilator 03-30-2010 20:14

Re: [ANY] tLevelMod v0.1.2 (2010-03-14)
 
Quote:

Originally Posted by [AAA] Thrawn (Post 1128296)
hacking it together - hardcoded: very easy. take a look at the (linked obove) tAttributes Alpha for tf2.
implementing it in a way so it can be used by [any] game, thats a lot harder and is what i'm working on atm.

So, you're going to make it support other games than L4D1/2 and TF2?

Magma Spire 03-30-2010 20:39

Re: [ANY] tLevelMod v0.1.2 (2010-03-28)
 
Any chance for Noodle's method of creating new xp requirements for levels? That is, instead of multiplying the original amount by a multiplier, just adding a base amount of xp to the total?

Not as fun as exponential xp requirements, but I like clean, rounded numbers myself. :P

EDIT: Might as well add some more comments here...

Big issue:
Using the levelmod.xp.hurt.sdkhooks.smx will cause a cacophony of errors in console (for the server), as well as somehow disable world damage (saw blades and bottomless pits I tested personally, may include payload explosions and trains). The deprecated plugin works without a flaw, though.

Suggestions:
Experience for assists and medic assists would be nice, though not necessary.
Setting "sm_lm_exp_maxbydmg" to zero disables experience through damage, instead of removing the experience ceiling ("0 = unlimited").
Disabling the level up sound with the particle effects would be nice if paired up.
Capping flags/pushing kart for experience? Didn't check it myself, but hey.
Possibly a chat message at the end of the game proclaiming the player with the highest level? (to be added to the "leader" core, of course).
It seems like "sm_lm_deathmessage" and "sm_lm_announce" have be remove/renamed as of 0.4. Any chance to get these back?

I understand that I'm not using the absolutely latest version, so you've probably gotten a lot more done since this one. :P

Enough suggestions for now, though... Everything else runs beautifully. It's a ton of fun to fight for the top level and gloat after you kill someone! Keep it up, man. I'll be testing this on my server for the time being.

Thrawn2 03-31-2010 01:56

Re: [ANY] tLevelMod v0.1.2 (2010-03-14)
 
Quote:

Originally Posted by Annihilator (Post 1133700)
So, you're going to make it support other games than L4D1/2 and TF2?

i was kinda hoping someone else would jump on this train. adding support for another game is really easy and doesnt require modifying any of the plugins. i'll probably write a how-to on this.

Quote:

Any chance for Noodle's method of creating new xp requirements for levels? That is, instead of multiplying the original amount by a multiplier, just adding a base amount of xp to the total?
You can achieve this by setting sm_lm_exp_reqmulti to 1.0. Everyone will be updated to their new level (because higher levels would require less xp) automatically. Furthermore i'm going to provide natives which are able to set the required points for a certain level, which would allow another plugin to load level requirements from a keyvalues file, db, random, whatever.

Quote:

Using the levelmod.xp.hurt.sdkhooks.smx will cause a cacophony of errors in console (for the server), as well as somehow disable world damage (saw blades and bottomless pits I tested personally, may include payload explosions and trains).
I will look into it, thank you.

Quote:

Setting "sm_lm_exp_maxbydmg" to zero disables experience through damage, instead of removing the experience ceiling ("0 = unlimited").
ack, will look into it.

Quote:

Disabling the level up sound with the particle effects would be nice if paired up.
ack, will look into it.

Quote:

Possibly a chat message at the end of the game proclaiming the player with the highest level? (to be added to the "leader" core, of course).
ack, will look into it.

Quote:

you've probably gotten a lot more done since this one.
not so much, but very important fixes ;) the sdkhooks version could actually work then btw ;) and it is much more accurate than the deprecated version.

Quote:

Everything else runs beautifully. It's a ton of fun to fight for the top level and gloat after you kill someone! Keep it up, man. I'll be testing this on my server for the time being.
awesome! i appreciate it!

chris1701 03-31-2010 02:34

Re: [ANY] tLevelMod v0.1.2 (2010-03-28)
 
actually, what is the benefit of level up? new skills or abilities?

Thrawn2 03-31-2010 03:50

Re: [ANY] tLevelMod v0.1.2 (2010-03-28)
 
this is a modular plugin. on its own its purely cosmetic. but you can combine it with tAttributes. there will be other plugins using levelmod too, give it some time.


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