“ondropped” are counted as touchdowns. This happens nearly every game on Soccer, where a player is hit right before he runs in, and the ball is fumbled into the trigger, causing a touchdown. If this is intended, then ignore this.
A. No respawning or switching teams (all new joiners go on spectator). One score or total knockout to win. Time limit of 4 minutes. If the time runs out then the map starts shrinking, akin to the tie breaker in shootmania. Touch the edge and you get KO'd. If by some miracle both teams are KO'd on the same frame then it'll truly be a tie. Box bounds can be calculated by using the average of both team's spawn point positions.
B. Finish the street fighting minigame thing that is basically already coded. Problem is that collisions are crappy and there's the (high on some maps) possibility that the fight location would be placed inside a wall or in the air.
SUDDEN DEATH should be in big letters on everyone's screen.
The spectator clock does not show how much time is left in the game, only how much time has passed in one round, as well as them having an unnecessary HP bar that is always empty. Also, when switching to the Spectator team, the message will only display “[Username] joined”. The spectating team is also limited by how many players are on the Red Rhinos or Blue Bulls (I.E., 4 guys on the Rhinos, only 4 people can join the spectating team)
Currently on the EFTFL server, parts of the UI is missing.
These script errors were from my console:
[ERROR] gamemodes/extremefootballthrowdown/gamemode/cl_init.lua:1021: attempt to call global 'BetterScreenScale' (a nil value)
The first 60 seconds or so should be reserved for a warmup round. Scoring with the ball will teleport it back to the spawn and print "[Name] would have scored a touchdown if it wasn't a warmup!"
Warmup counter does not start until two people are in-game and playing.
You're able to tackle people with any weapon as long as you're going fast enough to tackle. On the public/league server, this mainly happens on maps with jumppads such as Space Jump or Oasis, where when you're carrying a weapon you go through the jumppad. Once you land you start slowing down, and if there is a player infront of you, you'll be able to tackle him.
Occasionally, you will “double” cross counter a player with a single punch. It displays “CROSS COUNTER!” once but the sound effect is played twice, and the player is launched a much further distance.
If you bind a key to the kill command; which is pressed in front of another client from the other team they will trip over.
Also if you press right click when you get TRIGGER_HURT (and die) or again, press the key which is binded to the kill command you are able to "tackle" the other client using the OBS_MODE_ROAMING.
If a player dies again on their own within seconds after spawning (I.E. falls off the map accidently), the player who originally killed him is given credit a second time.
Make an orthographic top-down camera displayed somewhere on the screen. Replaces the old, crappy ball indicator in the top left. Only draw the world. Camera origin should be high outside the map.
The two goals will be used as the left and right extremes of the camera (use average if more than one goal). Calculate when the map starts on the server and network it.
Should display ball location, team carrying it, local player location and friendly players locations.
So i was be able to get Pointshop 2, but after installing it, the gamemode doesnt have the Team name's scores and HP GUIs (Player list with points and stuff still fine)
Players who dive as the game clock hits 0:00 are unaffected by the end-game player freeze, allowing them to run around while everybody else is frozen, and can potentially score another touchdown. This can also be done by suiciding before the votemap screen appears (via the console or typing blah/yabba)
On both the Official NoXiousNet Extreme Football Throwdown and EFTFL servers, Spectators are able to tackle players from both the Red Rhinos and Blue Bulls. I am not sure if the servers use different versions so I recorded examples on both servers.
A player who is hit twice in succession by one player will have invincibility frames. But a player hit by two different players will never be able to recover, and can be bodycamped until death.
Tomahawks should only spawn with 1 set active a single time. I've seen where 3 sets spawned simultaneously, and had 6 tomahawks flying around the map. Nitro could also be limited to 2 sets at the same time, to prevent something like the example below shows.
If the ball is moving (from a throw or fumble) then the round will continue. Stops if picked up, reset, or stationary. The speed threshold should be very low.
The score does not show correctly on the Tab menu when a player has above 2048 points (only shows the last 3 digits) Kills should also be renamed as Points, to avoid confusing new players.
Players can get stuck inside of another player on the opposite team who just spawned/teleported at the exact same place. The only way to for either player to escape is to either suicide or be punched to death.
I've been hearing an increasing number of reports, complaints and queries of people using scripts to handle repeatable key presses, this is pretty simple to set up. I'm wondering if it's worth changing the input style to something less repeatable. For instance:
Same style and set up, but each alternative button is randomly generated to a different key.
DDR style mini-game (like NoXRP) where the first person to fail loses the struggle?
I'd prefer the first, but just an enhancement suggestion.
A bouncing blitz ball behaves erratically, with players sometimes catching it or getting burned and thrown back.
Example https://youtu.be/E41_ImZ30Bc?t=41s (the first player getting burned is what should happen, the second player however should have be able to recover the ball without being thrown back like player one)
Players sometimes lose all momentum and completely stop when charging at a player from a certain angle, even though the game should have registered the other player being knocked down. This issue became worse with recent Garry's Mod update, if that changes anything.
Now that charging is automatic and right click is freed, being able to throw a speed/rage ball without coming to a complete stop would improve the gameflow.
When a player joins the server, they cannot spawn (or at least move). They have to suicide to be able to spawn. However, the next round will let all players spawn as intended.
Since the recent March Garry's Mod update, power struggles have been broken. You can basically go "round 2" with the PS GUI missing, even if you clearly should have won.
EDIT: Ignore this, as I provided a better example.
People behind you will grab the ball, unless you're farther than them at a certain distance. You sometimes phase through the ball when an enemy throws it, instead of catching it. People with the Big Pole can swing at you much further than you can swing at them (Same for with the Beatdown Stick, but a little less noticeable). When other people tackle you, they appear further behind you. But when you tackle others, you have to be phasing through him to tackle you.
In game, if someone switches to spectator, that person and that person only can be in spectator. No one else is allowed to join it due to it being grayed out. If this is configurable, please let me know how one would go about doing that. If the problem isn't only on my side, could there be a config for this in the future so I could change it (or just make it have no limit)?
When a player has both rage (95% speed) and the blitz ball power up (5% speed boost), they combine to give a speed the same as a player without the ball. (100%)
Collision boxes are not shrunk/adjusted when a player is charged tackled in a tunnel or area with a low ceiling, completely blocking both teams from passing until the knocked down player gets back up.
Nothing is affected but the animation. It's not universal and doesn't show to everybody at the same time. No idea on the cause either, but I can test further and find out.
When you go to the spectator team after having played on red or blue, you can join a team at the start of a new round and give yourself an early start over anyone else. Me and Verctexius attempted to record an example, but could not get this to happen, so it may be either fixed or we didn't do it correctly.
Players are also able to continue controlling the tomahawk once dead.
Example:https://www.youtube.com/watch?v=hiJcunRlHl8&feature=youtu.be (this video also shows the env_fire issue, which I've told Benjy about in the past. For some reason, newly compiled maps have insta killing env_fire entities on the server, but if played locally it's fine.)
Throwing a Water Ball while on the water slows your swimming speed considerably afterwards. Recovering a Water Ball can sometimes make the player unable to move, instead of allowing the player walk on water.