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Author Topic: [Request] FJT-Challenge  (Read 1140 times)

Spazz

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[Request] FJT-Challenge
« on: March 29, 2017, 09:30:28 am »



There hasn't been much activity here so I thought it be nice to have a challenge somewhere, the issue was what could be brought up. Today's match I watched Rumrusher attempt a Fire+Taunt challenge with jump seperate on koth_harvest, it looked interesting so I extended it to Fire+Jump+Taunt, very tough but do-able. So the request and challenge is to have a plugin that is server sent so no one misses out on the fun, and has slight customization as well.

Features;
Server sent for sync as this would get weird if server had a plugin and clients get stuck rubberbanding
Adjustable, so servers can choose if they want Primary Fire, Taunt, and/or Jump bound together

Bonus for any more unique (reasonable) restrictions that do not kill the player themselves, switch teams, or disable of functions (beyond runners newfound difficulty to use his second jump). This includes the automation of taunt locking and such

I would code it myself, if I even knew how
« Last Edit: March 29, 2017, 09:30:56 am by Spazz »
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bullets (obviously)

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Re: [Request] FJT-Challenge
« Reply #1 on: March 29, 2017, 05:52:48 pm »

how does this work for any character that holds m1
pyro/heavy etc

suggestions:
make it occur when button released
remove the taunting (only spam jump and fire)
remove the restriction for those classes
ban those classes / allow them to be "playable" but (even more) useless

>runners newfound difficulty to use his second jump
it sounds like there's no independent jump key? how tf do you move over a crate or anything
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Rumrusher

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Re: [Request] FJT-Challenge
« Reply #2 on: March 29, 2017, 07:20:26 pm »

how does this work for any character that holds m1
pyro/heavy etc

suggestions:
make it occur when button released
remove the taunting (only spam jump and fire)
remove the restriction for those classes
ban those classes / allow them to be "playable" but (even more) useless

>runners newfound difficulty to use his second jump
it sounds like there's no independent jump key? how tf do you move over a crate or anything

well from Keybinding alone M1 still spam fires just you do so at the end of the jump/taunt (so there's 3 parts Jump, the taunt, and the fire the last bit continues due to the infinite ammo the game has so you could hold down the button if you want to spam shots at a target)so pyros have a huge windup time to get cooking, quotes blades are set to m2 as is medics needles so you can still rambo, healing is a hindered hard with either holding down M1 and hoping you can break the beam chain to switch to someone else or risk jumptaunt to heal someone else.
heavies basically hunkerdown and be unable to move on those jumps some of the time and boils down to praying.

snipers seem to be the class that doesn't hinder the most of this set up both jumptauntfire and Tauntfire set ups.
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Spazz

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Re: [Request] FJT-Challenge
« Reply #3 on: March 29, 2017, 09:23:03 pm »

You both are correct in some ways, however, you could simply lock this down as well. (Include Secondary Fire into the options for 16 total ways to screw with your* server)

One being any M2 action. Overweight sandwich and Rifleman zoom are pretty much unrestricted. Firebug airblast, Demoman detonation, Constructor autogun drop/destruction, Healer needle fire, and Q/C knife are all classified as Secondary Fire. Hence some unbalance in this, however the primaries are more of a concern at all. (except Demomans detonations are a third of the ordeal) Meanwhile Rifleman is moves up in threat depending on the situation, and Firebug loses all possibilities to flare

Rumrusher is right able the 'wind-up' though as I spotted this out instantly when I tried out his FireTaunt for a bit before I moved to FireJumpTaunt.

Also, if all options are bound to a key, the player then has to time their action to right before the elevation they desire. It's not easy by any means, and moving levels via 'stairs' is actually slightly insane. Majority of jumps I've been able to complete, so there should be a worry unless it's some advanced map. Besides, if this actually becomes a server-sent plugin, (can't do this effectively with a client plugin if server host) the host would have to plan out their maps as per usual just with more discretion.

What would be greatest thing about this plugin, is if you can modify the options on the fly and not have to restart the server. AKA the host has it normal for a while but then while full for a match in arena, they change right before the next round to FireTaunt and a system message is displayed as "Special round! Both Fire and Taunt are bound as one! Beware!"

This is kinda advanced though so I doubt it quite highly of what we could push through GM past presets before server boots.
« Last Edit: March 29, 2017, 09:26:37 pm by Spazz »
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Spazz

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Re: [Request] FJT-Challenge
« Reply #4 on: March 30, 2017, 08:02:15 pm »

Another thing I've noticed,

With GG2's current mechanics of 2.8 is Firebugs' flame can be stopped if aiming into collision, so you can sit in an area replenishing ammo until some 'genius' enters your zone.

It still leaves you entirely vulnerable if jump is also bound, (FJT not FT) however it at least removes the wind up time.

There was a second idea but I've since lost it
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