Individual team health and Esc Dialog suggestions

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CheezeMonkey
User offline. Last seen 1 year 22 weeks ago. Offline
Joined: 2010-11-19
Posts: 117

Hi, two quick suggestions:

Per-team health adjustment
Usually when playing with new players you can use the number of hogs in each team to set a suitable handicap to make things a little more fair. However, in some modes like Highlander, it isn't that simple and having more hogs can actually be a disadvantage. Another example is The Specialists, where adding hogs doesn't just give an advantage, but changes the gameplay.

So how about adding a small adjustment option in the lobby where the health of each team can be scaled as a percentage of the initial health set by the mode? Here's a mockup of what it could look like:

Make Esc-Menu appearing on focus-loss toggle-able
I think it'd be pretty handy having this in the options-menu. I often do other things on the side when playing a round of Hedgewars, and most of the time I wish the menu wouldn't be blocking part of what's going on. This is even more important in modes like Frenzy where time is very limited (though, maybe you shouldn't be multitasking then... Big Grin).

With this suggestion I was actually wondering if it's possible to locally change the behaviour and then compile it myself, or would that prevent me from playing with people with the "normal" version (with some integrity check or such)?

Cheers Smile

nemo
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Joined: 2009-01-28
Posts: 1837

Item #2 would not break your play with others, and you would indeed have to modify your client yourself. You know where to find us for help with that.

Item #1 would break play, but you could emulate it with a script, just enter the team percentages in the scriptparam field, or do something clever like turn the # of hogs into percentages. That is, a script where if one team was:
Smile Smile Smile Smile Smile Smile Smile Smile Smile
and the other was
Smile Smile Smile Smile

Take the lowest # of Smile as the base #, remove all hogs above that number and assign their health to the remaining.

--
Oh, what the heck. 1PLXzL1CBUD1kdEWqMrwNUfGrGiirV1WpH <= tip a hedgewars dev

CheezeMonkey
User offline. Last seen 1 year 22 weeks ago. Offline
Joined: 2010-11-19
Posts: 117

nemo allegedly wrote:

Item #2 would not break your play with others, and you would indeed have to modify your client yourself. You know where to find us for help with that.

Item #1 would break play, but you could emulate it with a script, just enter the team percentages in the scriptparam field, or do something clever like turn the # of hogs into percentages. That is, a script where if one team was:
Smile Smile Smile Smile Smile Smile Smile Smile Smile
and the other was
Smile Smile Smile Smile

Take the lowest # of Smile as the base #, remove all hogs above that number and assign their health to the remaining.

Thanks for the reply, I'll give recompiling it myself a shot some time.

I had thought about using a script for the variable health as well, but needing a new copy for each game mode script makes that a bit of a hassle. Though, I guess maybe copy-pasting all scripts of interest into one big script and branching into whatever is mentioned in a certain parameter might work.

Alternatively is it possible to load one script through another? That way you could make a "loader script" that sets the health as needed, and then load whatever script was mentioned in the parameter... though I feel like this might also depend on what script it is used with.

nemo
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User offline. Last seen 12 hours 16 min ago. Offline
Joined: 2009-01-28
Posts: 1837

The gravity script works like that. Try script2=Highlander
Here's a variant I played quite a lot with highvamp
g=-50,g2=150,period=15000,script2=Highlander

Personally I find that playing Snow theme is pretty important with gravity script since it doesn't incorporate a gravity indicator and we have no such thing built in.

Oh... and remove mines from the weaponset. They are annoying in variable gravity. Graves too, but would require special script/engine handling to avoid those.

Should try out a variant of the script that simply cranks down mine/grave elasticity when gravity is variable.

--
Oh, what the heck. 1PLXzL1CBUD1kdEWqMrwNUfGrGiirV1WpH <= tip a hedgewars dev

CheezeMonkey
User offline. Last seen 1 year 22 weeks ago. Offline
Joined: 2010-11-19
Posts: 117

nemo allegedly wrote:

The gravity script works like that.

Ah cool, wasn't aware of that.

Disabling the message was really simple... but then for some reason I felt adventurous and wanted to add a toggle in the options menu... After hours I still haven't been able to figure out at what point exactly the settings from settings.ini are read. Whatever value is set in the preInitModule of uVariable just persists. Oh well.

For the unlikely case that anyone wants to disable it too, open uWorld.pas and comment out the lines:

if (not cHasFocus) and (GameState <> gsConfirm) then
ParseCommand('quit', true);

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