Mega Man 8-bit Deathmatch > Projects & Creative

Objective Combo - Automated 6 Team Mode Rotation

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Trillster:
This thread's been a long time coming,
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Objective Combo

Inspired by a general interest in modes such as King of the Hill and One Flag CTF, Ehibika and I helmed this project to compile six game modes into one automatically rotating mod with a bunch of settings to customize the game experience. It brought optimizations to modes like Evil Escort and King of the Hill while reworking older game modes we've seen such as Assault the Fort into a simplified mode now called Roboenza Reactor. Other modes include a new take on Screw Scramble now called Chip Challenge and a fairer paced version of One Flag CTF called Flag Ball. If those modes don't suit your interest either, there's an enhanced TLMS under the name of Arena.

Because of the concept, our goal is to have this compatible with every class mod to date, as we wanted to be able to encourage greater variety of mode past just TLMS in the server pool. A lot of work went into being able to have a proper respawn system that doesn't break class mods as a result. The settings provided follow a similar rule of thumb, they're mostly fully customizable just to ensure that our project can fit your needs in your class mod. While the settings are designed to try and give the best experience from a quick host, it's recommended to give them a read if you're looking to a host a server with a nontraditional class mod such as Unholy. It is also heavily worth noting that due to the nature of these mods, they are only compatible with CTF maps, however this does include the Recreation CTF pack and many other ones. The server must also be hosted in the TeamGame (ACS) game mode for functionality.

Game Modes
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Server Settings
(click to show/hide) (click to show/hide)The following settings enable or disable gamemodes from the rotation, 1 to enable, 0 to disable. having all modes disabled is equivalent to having none disabled
server int Allow_FlagBall = 1;
server int Allow_CC = 1;
server int Allow_Koth = 1;
server int Allow_Arena = 1;
server int Allow_Escort = 1;
server int Allow_Reactor = 1;

This mostly matters to the server host, this accepts a string and will set the next game mode to that string, it searches for multiple different terms, like Evil Escort can be “EvilEscort” or “EE” or even “Payload”
server string NextGame = "_";

The time in seconds before each game mode starts properly after a map change.
Server int GameStartTime = 15;

The standard game time in seconds that is used for nearly all game modes.
Server int GameTimeLimit = 270;

Represents the base time in seconds players must wait to respawn.
Server int GameRespawntime = 10;

Sets the maximum number of seconds the respawn timer can be reduced by for teams falling behind a mode.
Server int GameRespawntimereduce = 5;

Sets the maximum number of seconds that can be added to a player's respawn for teams that have the lead.
Server int GameRespawnPenalty = 4;

(click to show/hide)Dictates the time in seconds that the flag ball remains in it’s “Loading” state, which it enters after a score has been made.
server int FlagBallLoadTime = 15;

Dictates the number of time in seconds that the flag ball can remain motionless on the ground before it returns to the white flag position.
server int FlagBallIdleTime = 6;

Toggles the ball fumbling system, which causes a ball drop under specific conditions, 1 keeps it off, 0 enables it.
server int NoBallFumble = 1;

With ball fumbling enabled, this sets the maximum damage a player must take in a single frame to trigger a ball drop.
server int BallHitDrop = 25;

With ball fumbling enabled, this causes BallHitDrop to be read as a percentage of the victim’s health rather than a fixed value of their HP. 1 enables it, 0 disables this.
server int BallHPGrip = 1;

With ball fumbling enabled, this causes the player to drop the ball if they reach a certain speed (speed values based on the ones returned by the ACS Script “Core_GetSpeed”. Setting this to 0 disables this check.
server int BallSpeedDrop = 500;

With ball fumbling enabled, this causes the player to drop the ball if their distance from their previous spot and current spot exceeds the set value in base units, in other words, if the player warps or teleports. setting this to 0 disables this check.
server int BallWarpDrop = 100;

(click to show/hide)Interprets the score goal by multiplying this value to Pointlimit. (I.E: if set to 30, it is 30 points for every 1 point in Pointlimit.)
Server int CC_PointMod = 75;

This dictates whether a party ball will spawn in the game or not, said party ball containing chips.
Server bool CC_PartyBall = true;

(click to show/hide)Dictates the speed at which the point can be capped, lower numbers mean a faster cap rate.
Server int koth_HoldTime = 20;

Dictates how large the capture point is.
Server int koth_PointSize = 350;

If enabled, if the team in power had less than 30 seconds on their timer, and the enemy team caps, that team gets a 15 second time penalty.
Server Bool koth_TimePenalty = True;

Interprets the score goal by multiplying this value to Pointlimit. (I.E: if set to 30, it is 30 seconds for every 1 point in Pointlimit.)
Server int koth_PointMod = 30;

(click to show/hide)Determines the max number of games in a best of system (I.E: if set to 3, becomes best 2 out of 3)
Server int ArenaRoundLimit = 3;

Determines the number of lives players have per round
Server int ArenaLives = 1;

This determines the time before arena gas starts to close in, setting this to 0 disables this.
server int ArenaGas_time = 120;

This determines the speed at which the arena gas moves in.
server int ArenaGas_speed = 5;

This determines the base damage of the arena gas when a player is inside it.
server int ArenaGas_damage = 2;

(click to show/hide)Controls whether the reactor will be invulnerable or not while emitting fumes.
Server bool Reactor_FumeGuard = true;

Scales the reactor's HP by this value. (I.E: if set to 10, the reactor's HP is 10x normal, useful for scaled-up mods.)
server int OBJC_HealthScale = 1;

Download Objective Combo ve3 Here!

For any inquiries or feedback, you can contact us at either the 8BDM Discord (http://cutstuff.net/forum/index.php?topic=11354.0), the 8BDM Center Discord (https://www.youtube.com/watch?v=QjRAS5z-B0E), or on Discord at Trillster#2887 and Ehibika#3634

fortegigasgospel:

--- Quote from: Sonicfam1102 on August 18, 2020, 06:08:52 PM ---It is also heavily worth noting that due to the nature of these mods, they are only compatible with CTF maps, however this does include the Recreation CTF pack and many other ones.
--- End quote ---
Just popping in to mention for folks, Recreation MP is the same thing with non-ctf maps, and some compatibility fixes as well, it will continue updating as such.

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