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Custom callvotes
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drk
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Joined: 20 Feb 2011
Posts: 370
 Custom callvotes

Now admins got an option to build their custom scripts/votes for the server.
My first one is a custom vote that bans siege for the selected player by the end of the round.

Example:
Quote:
/callvote custom camper XR_FirstTimePlayer


Pass percent is 80%. Both teams can take part in the voting (it's a changable parameter)

What does it do?
If vote passes it does two things:
a. If a player is still on the field with a siege he will be turned into a nomad/scavenger depending on his race.
b. Everytime when the player will try to spawn with a siege he will be also turned into a nomad/scavenger.

In the end of the game all 'banned' players will be 'unbanned'.

Your feedback is welcome. Any new valid wishes about the custom votes are also welcome.

PostPosted: Thu Dec 14, 2017 11:47 am
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Trigardon
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Joined: 16 Jul 2009
Posts: 375
Does it refund the money spent on the siege? Because if not, it's abusable.
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PostPosted: Thu Dec 14, 2017 5:50 pm
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drk
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Joined: 20 Feb 2011
Posts: 370
Yep. Need to add it. Need to test it first.

PostPosted: Thu Dec 14, 2017 6:05 pm
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djinghis
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Joined: 25 Sep 2014
Posts: 548
Why have XR not implemented this properly yet? - can't it simple grey out the selection process from the GUI level?. Being able to loadout with the unit that's supposed to be banned is just nonsense.

BTW, I support this vote and would suggest raising the cost of siege also from balista $4000 to $5000 and cata $8000 to $10000 considering ppl like small maps now days, siege spamming is sadly rewarded - phoe/kini wink wink.
Also, maybe it's a bit harsh to swap out a unit while it's on the field - shouldn't they have a last chance? I can imagine a cata about to take out lair and t2 call the custom vote and the lair stays up because the catapult is suddenly a nomad lol.

PostPosted: Fri Dec 15, 2017 5:18 am
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drk
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Joined: 20 Feb 2011
Posts: 370
Added gold-replenishment for the team.

djinghis wrote:
Also, maybe it's a bit harsh to swap out a unit while it's on the field - shouldn't they have a last chance? I can imagine a cata about to take out lair and t2 call the custom vote and the lair stays up because the catapult is suddenly a nomad lol.

It was made more for Behes and Sums.

PostPosted: Fri Dec 15, 2017 11:54 am
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djinghis
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Joined: 25 Sep 2014
Posts: 548
I've called this vote maybe 4 or 5 times and It's never passed - seems like it needs like an 85% pass rate or smt. seems a little high?

PostPosted: Mon Dec 18, 2017 7:40 am
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drk
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Joined: 20 Feb 2011
Posts: 370
djinghis wrote:
I've called this vote maybe 4 or 5 times and It's never passed - seems like it needs like an 85% pass rate or smt. seems a little high?

Yes. It is 80% now. Also there is a setting to let both teams vote for it (I think that one of the teams will always press f2 btw). We can test it to remove one of the teams to vote for it and in the same time to leave the current pass-percent.

PostPosted: Mon Dec 18, 2017 12:18 pm
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djinghis
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Joined: 25 Sep 2014
Posts: 548
Re: Custom callvotes

drk wrote:

Pass percent is 80%. Both teams can take part in the voting (it's a changable parameter)


Both teams can call the vote? and both teams can vote?

drk wrote:

Yes. It is 80% now. Also there is a setting to let both teams vote for it (I think that one of the teams will always press f2 btw). We can test it to remove one of the teams to vote for it and in the same time to leave the current pass-percent.


The camper usually only affects the opposing team, so which team calls the vote and which team gets to vote?
Seems unlikely someone would restrict their team mate unless they are actually blocking spawning or something.

The vote is a step forward but Savage resurrection solved this easily with re-enter timers and unit cooldown, behe camping was just not feasible.

PostPosted: Tue Dec 19, 2017 4:48 am
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drk
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Joined: 20 Feb 2011
Posts: 370
Re: Custom callvotes

djinghis wrote:
Both teams can call the vote? and both teams can vote?

I didn't check it by myself but I think that it should be like 'team1 calls a vote and only team1 can vote on it'. Now it is 'any team calls a vote and everybody can vote'.
djinghis wrote:

The vote is a step forward but Savage resurrection solved this easily with re-enter timers and unit cooldown, behe camping was just not feasible.

There is new 'sv_siegeReenterInterval' but I hadn't tried it yet.

PostPosted: Tue Dec 19, 2017 1:47 pm
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djinghis
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Joined: 25 Sep 2014
Posts: 548
As well as the siege re-enter, can you see any spawn-time related vars?

My concern is siege spam, and although the vote (camper) helps as well as commanders not being able to use siege, there is a flaw even still when a player can spawn catapult 15 times in a row from critical flag maps like kini and izzi. The cat only needs to get a hit or 2 each time and can fund a spamming situation where beasts are reduced to behe camping flags or sac spamming to counter. Although some like this mindless game-play, I suspect most prefer a bit of variety.
The same can be said against behemoth spam from flags - both races are devastating using siege spam, but is it really the kind of game-play we want to promote for savage?

If any python related vars are exposed for spawn-time, I request incremental time multipliers based on unit cost, so that players re-think using an $8000 behe or catapult and have more value for life - what do you think?

Sorry if I've already asked this, been a while )

PostPosted: Wed Feb 21, 2018 9:27 am
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drk
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Joined: 20 Feb 2011
Posts: 370
At this time there is no option to make a 'ReenterInterval' for all units. Only 'sv_siegeReenterInterval'. My bad I still hadn't tried it. I can do it if you want. But I guess this interval will be the same for all siege.

PostPosted: Wed Feb 21, 2018 12:09 pm
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drk
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Joined: 20 Feb 2011
Posts: 370
Fixed afk script to ignore coms.
Made april-fools vote to toggle those items. It's off by deafult.

PostPosted: Mon Apr 09, 2018 12:46 pm
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djinghis
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Joined: 25 Sep 2014
Posts: 548
drk wrote:
Fixed afk script to ignore coms.
Made april-fools vote to toggle those items. It's off by deafult.


The weapons are available when the game starts and only off during warmup btw.

PostPosted: Tue Apr 10, 2018 11:35 am
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drk
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Joined: 20 Feb 2011
Posts: 370
djinghis wrote:
drk wrote:
Fixed afk script to ignore coms.
Made april-fools vote to toggle those items. It's off by deafult.


The weapons are available when the game starts and only off during warmup btw.

Strange thing. Checked it on my local test server and it was fine. Anyway thanks, I'll check it one more time.

PostPosted: Tue Apr 10, 2018 12:06 pm
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djinghis
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Joined: 25 Sep 2014
Posts: 548
GJ, it's fixed now,

The only thing I like about the AFPrank is boomerang spam from commander perspective, it's a nice effect - but ofc it has no place in savage and I will never call the vote. "^

PostPosted: Wed Apr 11, 2018 7:17 am
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