Somebody needs to take the time to code it and I think that's gonna be either Nomy or me unless there's some other alternative.
@ici okay not to worry. Discuss this between you two to find out who will do it so we can use these on the server.
@Myles I think having anti-camp will make it too 1 sided and wont give the hiders/runners a chance, maybe incorporate a throwing knife action that can be used to slow or injure a runner, this could also be used so they gain 1 knife per kill, which gives the runners to survive initially without anti-camp but also is beneficial for the person playing Myers a option to chase those that try to escape
I have tried implementing Mike Myers as a special day for JB. I'll ask @Nomy if he can put the script on the server so you can try it out live. Let me know what you think of it so far. Also, if you have any ideas for improvement, that'd be great too. You can start it up by typing !mm in chat.
very fun game Well done @ici --- Double Post Merged, Aug 17, 2016, Original Post Date: Aug 17, 2016 --- What about making a quick check so they dont get medic? green ones
could the "so and so has decided to be a minion" be maybe removed, as some people, not naming names, like to spam between spec and T to make it continuously pop up
I will look into that @Lino. I need to fix the blue trails not being detached from survivors after they die too. Also, we need to do something about survivors not getting out of their camp spot. When survival takes place, Mike becomes vulnerable to damage and survivors get 2 minutes to chase him down and kill him to win the game or else they get slain. Minions are meant to get into their way and distract them while Mike Myers is hiding or looking for a way to infect the rest. (Survivors get 5 HP for every kill and have unlimited ammo so they really shouldn't be afraid to go out.) However, in reality no one does that so I was thinking whether it's survivors that the timer should be meant for. Shouldn't it be the opposite? So like Mike and minions have 2 minutes to find and kill the rest of the survivors? But then again, ppl would still camp and wait until minions reach them. Please let me know who this timer of 2 minutes should be designed for. I haven't played this gamemode before so I'm trying to put my own touch to it and see how it turns out. P.S. @Kill, I made a mistake yesterday. I made it so that minions can be one-hit killed once survival has begun, not before it. So yeah, I'll change that too in the upcoming update. Thank you for the feedback!
@ici I guess making the survival time to kill MM would be better so if survivors go for victory they may want to get out of their campspot more often, making it "kill the survivors" will make the survivors camp forever.
I think it's pointless the survivors camping to win, you either win by killing Mike or die trying, maybe after 2 minutes or less remove the unlimited ammo so they have to go all out or they die due to no ammo.
Sounds great, unfortunatly haven't had the chance to try it out yet cause last night everyone wanted it except PASi so we ended up not playing it. #AreYouKiddingMe
Alright, I've updated Mike Myers. Here are the changes: Removed: -"X has decided to turn into a minion" message. Changed: -Survival timer changed from 2 minutes to 1 minute. I think 2 minutes is way too much time for survivors to enjoy. -Minions will always respawn and teleport to some other minion from now on. (They could teleport to themselves before so people were getting stuck in cells) -Chat messages. Added: -Survivors no longer have unlimited ammo after time runs out. -Survivors go faster for every kill they get and lose that speed if they get damaged. -Connecting beams between survivors and Mike just like on LR. (That happens after the timer) Fixed: -A crash when Mike Myers disconnects from the server. A parameter in a printing function was missing. -A crash caused by an infinite while loop inside the function that removes survivor trails. -Survivor trails not being detached/removed. -Players not getting unmuted after they die/respawn. Hosties was interfering so I disabled the cvar "sm_hosties_mute". -"Player X killed the rebel Y" message spam by disabling "sm_hosties_announce_rebel_down". These changes will take effect as soon as Nomy reloads the plugin. Thanks everyone for testing. If you've got any ideas for improvement, don't be shy to share them. Also, if you find any bugs, etc, please let me know so that I can fix them asap.