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Witamy w Nieoficjalnym polskim support'cie AMX Mod X

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RuneTF gamemode

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#1 Adminek AMXX.PL

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Napisano 29.06.2013 09:42

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<div><img src="https://forums.allie...38;d=1372493870" border="0" alt="" /><br /><br />Runes are power-ups that grant special abilities. You can have only one rune active at a time, and remain active until death.<br /><br /><br /><br /><br /><br /><font size="5">Design Rationale</font><br />The original Quake Runes mod was a free-for-all player deathmatch. Many of the runes had abilities increasing the players survivability or fragging efficiency. When porting the concept to Team Fortress, it became apparent that some of the runes were too strong in a team-based objective setting. Similar to the design philosophy of the weapon alternatives, runes that increase a players damage output come with negative effects.<br /><br />When designing new runes, the focus was to complement team-play more than buffing individual players. Some runes can become more effective when used in coordination with the team. Because of the random nature of the rune drops, runes that only effect certain classes were avoided. However some runes are certainly more effective in the hands of certain classes. As such, runes can be shared with teammates by dropping them on the ground.<br /><br />Although most runes have passive abilities, some runes require activating with the command +use.<br /><br /><br /><font size="5">List of Runes</font><br />Aware - Periodically scans your nearby surroundings. Shows class and health of nearby players.<br /><br />Recall - Teleport to a previous location. +use sets or clears teleport destination. When far enough away, teleports player to destination.<br /><br />Blink - Teleports between two locations. +use to toggle destinations.<br /><br />IronDome - Launches interceptor rockets upon death. Interceptor rockets cause knockback only.<br /><br />DeadMansTrigger - Triggers explosion upon death. +use to activate with greater effect. When fully detonated the affected players are temporarily stunned. Contact with interceptor rockets negate this runes effects.<br /><br />Sharing - Healthkits and ammokits picked up are shared with nearby teammates.<br /><br />Rage - Increases rate of fire upon damaging an enemy. Prolonged usage can cause adverse effects.<br /><br />Powerplay - Instantly respawns fallen teammates when you kill three enemies in under 10 seconds.<br /><br />Shared Sacrifice - Incoming damage is divided among nearby teammates.<br /><br />Diamond Skin - Damage reduced by 10. The bleed, jarate, milk, and stun conditions have no effect.<br /><br />Engineering - Grants speed boost when carrying objects. Steals enemy sentries upon death.<br /><br />Ammo - Passively replenishes ammo. Active with +use to restore your weapon clip. Additionally, engineers gain metal, and spies gain cloak time.<br /><br />Pounce - Passively grants more control over movement when in the air.<br /><br />Vault - Passively increases height of jumps.<br /><br />Assault - Grants a speed boost when ubered.<br /><br />Vanguard - Redirects damage from nearby weaker teammates to you.<br /><br />AirBud - Increased air movement. Decreased gravity.<br /><br />Sabotage - Deal extra damage to buildings and take extra damage from engineers. Stronger spy sappers.<br /><br />Melee - Melee attacks only. Damage increased.<br /><br />Haste - Slight buff to player movement speed. Penality when under the effects of jarate, bleed, milk, or daze.<br /><br />Repulsion - Enemy rockets, flares, and arrows are pushed away from the player.<br /><br /><br /><font size="5">Installation</font><br />Requires sdkhooks<br /><br />Copy materials, models and sound directories into respective tf mod folder. Copy plugins, extensions, gamedata, data into the respective sourcemod folder.<br /><br />Add to your server.cfg tf_allow_player_use 1, it is required!<br /><br />Alternatively add exec happs.cfg to your server.cfg, provides useful aliases for testing runetf.<br /><br /><br />Currently, only stock maps have rune spawn points. But an in-game menu is provided to add spawn points to custom maps.<br /><br /><br /><font size="5">cvars</font><br />rune_enable Enables runetf game-mode<br />rune_version Version<br />rune_spawn_interval Time between random spawns<br />rune_spawn_lifetime Time until a spawned rune expires<br />rune_spawn_droptime Time until a rune dropped by a player expires<br />rune_round_start_clear Clear runes on map and from players when a new round starts<br />rune_round_end_clear Clear runes on map and from players when a mini-round ends<br /><br />st_gamedesc_override Changes game type to RuneTF. Set to empty string to disable.<br /><br />rune_vote_threshold Percentage of players needed to toggle runetf<br />rune_vote_allow_enable Allow rune voting to enable<br />rune_vote_allow_disable Allow rune voting to disable<br /><br />rune_update_mapcfg If you modify the map spawn configuration files, you should set this to 0<br />rune_update_branch Change the branch the autoupdater will use to sync with<br /><br />You can change these cvars on a per map basis by adding them to a cfg/mapname.cfg file.<br /><br /><br /><font size="5">User Commands</font><br />+use players must have bound a key to +use<br /><br />!drop drop your currently held rune<br /><br />!inspect_rune shows rune held by player or targeting<br /><br />!runes vote to enable runetf<br /><br />!norunes vote to disable runetf<br /><br />!info_rune display a runes abilities<br /><br /><br /><font size="5">Dev Commands</font><br /><br />!spawn_rune spawn a specific rune<br /><br />/toggle_spawn_rune enable !spawn__rune for everyone<br /><br />/sm_give give the target player a specific rune<br /><br />/sm_take take from the target player a specific rune<br /><br />sm_give and sm_take bypass the checks if a player already has a rune, and should only be used when developing new runes.<br /><br />Use !spawn_rune when play-testing.<br /><br /><br /><br /><font size="5">Spawn Generator</font><br />Runes do not spawn at random locations in the map. All spawn locations have a fixed origin, angle and force. Each spawn point has a unique number. There are two arrays, a global array and a disabled array. Periodically, as configurable by rune_spawn_interval, a random rune from the global array will be selected and spawned. You can group spawn points into named clusters. These clusters can be tied to entity event triggers that will do one of four actions: <br /><ol style="list-style-type: decimal"><li> Spawn cluster of runes at once.<br /></li>
<li> Add spawn points into global array if not already<br /></li>
<li> Add spawn points into disabled array if not already<br /></li>
<li> Toggle each spawn point between global and disabled.</li>
</ol><br />Events are tied to map-entity outputs. You can either trigger an event when any entity of a certain class, or when a specific named entity has been called.<br /><br />The !menu_rune can be used to pair events and clusters. Use sm_cluster to see the list, and sm_gen event for more information on entitys outputs.<br /><br />!menu_rune add rune spawn generators to the map and manipulate event triggers using the in-game menu<br /><br />sm_gen modify rune spawn points in the map<br /><br />With no arguments, will display the spawn generators in the global, disabled and working sets.<br /><br /><br />@args create, display, set, merge, load, drop, cluster, event<br /><br />Create a new cluster with sm_gen cluster create &lt;clustername&gt; Becareful when choosing a name, as of right now inorder to delete a cluster name you must edit the map file directly.<br /><br />Toggle the disabled status of all runes in a cluster with sm_gen cluster &lt;cluster&gt; enable|disable.<br /><br />Add a range of cluster ids with sm_gen cluster add|remove &lt;clustername&gt; (lower-upper|id)+<br /><br />Useful if when you create spawn generators but forget to set the default clusters.<br /><br />sm_cluster &lt;cluster&gt; displays clusters and events of rune spawn generators<br /><br />sm_it low-level spawn gen manipulations<br /><br />sm_gen merge merges working set into current global/disabled arrays<br /><br />sm_gen_save saves current spawn points and events to disk<br /><br />spawn_test reloads from disk spawn points of map<br /><br />When adding new spawn points, make sure to merge the working-set into the master list and save. Test your changes with test_spawn.<br /><br /><br /><font size="5">Optional Plugins</font><br />The only required plugins are spawn_test, spawn_gen and the runetf extension. <br /><br />rune_vote Handles the !runes and !norunes vote commands, and rune_enable forwards.<br /><br />rune_help Greets players with a description of the game-mode, and warns players every ~5 mins if they have never used +use.<br /><br />rune_info Displays rune descriptions with the !info_rune command.<br /><br />rune_plugin_updater Periodically check for new releases of the plugin.<br /><br />rune_updater Seperately check for new map spawn generator files. If you modify any, set rune_update_mapcfg 1!<br /><br /><br /><font size="5">Compiling</font><br />Source is located at <a href="https://www.github.c...iesveld/runetf/" target="_blank">github</a> if you wish to contribute.<br /><br />Requires sdkhooks, steamtools, smlib,<br /><br />Updater required for plugin autoupdates.</div>

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