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deathrun's Introduction

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deathrun's Issues

Scale activator(s) health with variying number of players, accounting for respawns

A lot of maps now are using the game respawn entity to respawn the dead runners in things like endings and minigames. Unfortunately, in DRN, the activator's health and/or max health goes down with the number of reds as they die, but it seems like it doesn't work the same when they respawn. As far as I can see, their max health increases but not the previously scaled-down health. This means that as the reds die off during the deathrun course and the activator's health declines, when it comes time for an arena match, their health is too low for them to survive.

Anti-AFK and trigger_hurt problem

Hello, there is such a problem that when i using your deathrun plugin anti-AFK doesn't kill, or in some maps trigger_hurt doesn't work correctly and no errors in logs (like Gaben in dr_bank doesn't killing players, but on other deahrun plugins he's does). On other deathrun plugins, trigger_hurt and anti-AFK works and killing players. Also in the code, the only thing I added was to remove any weapons, except for melee.
What it can be?

Failed to create detour

Loading gamemode throws this:

Failed to create detour: CTFPlayer::TeamFortress_CalculateMaxSpeed

"Hide Runners" feature fails to hide entities with flag FL_EDICT_ALWAYS

FL_EDICT_ALWAYS is known to be set on Miniguns, the Jungle Inferno ConTracker, the Fancy Spellbook and the Spellbook Magazine, causing players wielding these items to be unaffected by a SetTransmit hook.

The plugin already removes the flag from clients, weapons and wearables using the below code but it doesn't seem to do anything.

SetEdictFlags(edict, (GetEdictFlags(edict) & ~FL_EDICT_ALWAYS));

Option to disable health scaling

More and more, mappers are doing their own balancing for arena fights using logic, conditions and now VScript, and auto health scaling for activators is getting in the way. It also interferes with trigger_hurts designed to kill the activator which have too low damage. As far as I can see, there's no way to turn this off in DRN, so I suggest disabling it when the cvar is set to 0. It may be best to make that the default value.

Heavy is too slow

Our beloved fatman known as the heavy is way too slow in most deathrun maps, forcing him to perform weird maneuvers to jump past
certain traps.
This isn't a specific map issue, because most, if not all maps were designed in mind of every mercenary having the same speed, and that's of course meant to be different in this version of Deathrun, but Heavy is pretty much unusable on 70% of the maps.
I would suggest making him slightly faster, just so he can make these jumps (obviously would have to be disabled whenever the player equips the G.R.U).

Add user preference to disable/enable bunny-hopping

title

certain platforming-intense maps can be quite annoying to play with this feature active, as accidentally holding space can sometimes send you careening off an edge when normally it wouldn't do so

having it as a preference you can simply toggle would be really nice to have for scenarios like that, or for the rare person who simply doesn't want to use bunnyhops. also just generally a nice QoL thing

Scale the amounts of health received from health packs by activators to match their usual class amounts

I'm told that at present in DRN, when an activator picks up a health kit, as in vanilla TF2 mechanics they are healed for a percentage of their max health. If an activator has a scaled max health of 2000 HP, then picking up a medium kit will grant them 1000 HP. This seems to be making arena fights go on for a very long time and feel unfair.

I suggest scaling down the health received from packs to match the activator's usual amount for their class. e.g. If they're a Heavy, their max HP is usually 300, so a medium pack would grant 150. If accounting for the player's class is too much hassle, I'm sure that just using the max HP of a Heavy or Soldier would suffice.

Rocket jumping + Mantreads with bunnyhopping allows for higher than intended momentum gain

when rocket jumping with the mantreads equipped, and a plugin such as tf-bhop (and maybe manual bhopping? unsure), despite not being lifted off the ground, you are able to gain a notably increased amount of momentum very quickly in comparison to most, if not all other classes.

was unsure whether to report this here or in tf-bhop's issues, as i'm not entirely sure if this is an unintended side-effect of the plugin in mention, or just the result of something that should be capped in this plugin instead

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