Possession - v2.2 Port

Possession - v2.2 Port 1

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Possession​

Same as "Diamond in the rouge" from battlemod, just it's in ringslinger mode and more advanced.
Srb20078

Based on the original 2.1c release by amperbee
Possession is a highstakes keep-away gametype, where you prove you intelligence on escaping, and evading from people trying to eliminate you.
A Master Emerald spawns into the round. Your goal is simple: pick up the emerald and hold onto it until your countdown reaches zero to win the round!
  • Carrying the emerald makes you vulnerable. Any direct hit from another player is an instant kill!
  • You cannot use character abilities, obtain shields, or fire weapon rings while carrying the emerald. You still can collect those power stones.
  • Need to escape or pass to a teammate? Press your [Toss Flag] button to toss or launch the emerald forward! Watch out as it may hurt anyone collides by if it was thrown with speed.
  • Non-carriers can shoot weapon rings directly at the Master Emerald when it's on the floor to push it across the ground or knock it away from enemies.
  • With Grasp Time, you can make the held time of the emerald decremented each time the carrier of the emerald is killed, making the round end quicker if it lasts long because of many players. Note that Grasp Time takes affect if poss_globaltimer is off.
  • Finally, there's a radar in bottom right to allow you to know if you are closer to the master emerald, with angle, height and nearest.

What's New & Fixed in this 2.2 Port:​

  1. Updated to SRB2 2.2's Emerald Spawnpoint MapThing (Thing 321). Includes a failsafe to Deathmatch player spawns or ring spawnpoints if no emerald spawners exist on the map.
  2. Killing the Master Emerald carrier no longer causes an infinite recursion crash (C Stack Overflow error).
  3. Holding the rock now is treated as holding the flag to help making some custom characters unable to use ability. Not all characters have this checking.
  4. Slightly move up the possession HUD. You still can see the sneakers or invincibility HUD.
  5. Replaced the "disabled shield" HUD element with status warning in bottom text.
  6. Fixed the HurtMsg script error caused by fast-moving emerald collisions.
  7. Added a directional indicator on the HUD that tracks the angle/rotation of the carrier relative to your camera view. Height indicator is kept and got colored to white.
  8. Registered as custom gametypes instead of Match gametypes: Possession and Team Possession
  9. Fixed the Blue team's hold timer so it updates properly, displays on the HUD, and works correctly whether poss_globaltimer is turned On or Off.
  10. Changed radar noise, doesn't noise annoying when close.
  11. Fixed emerald not spawning when fallen to pit or whatever that could make it disappear

Known bugs:​

  • If the master emerald tried spawning in pit or inside a hole since it's too big, it will keep respawning multiple times till it finds a working spawnpoint, in the same tic; causing temporary lagspike. The real problem is if there was no found clear spawnpoint for it and it will make the game completely softlocked. If it happens, switch poss_globaltimer to Players or Rings So it failsafe to those one spawnpoints. (To Do: Make the master emerald's radius/height shrunk down to behave the current map, or force skip this map, I mean there are other maps that you can play Possession at)
  • Tossing the master emerald with poss_grasptime is On - keeps rapidly increases the grasptime's decrement value. I temporary increased the tossing/pickup emerald delay till I fix it. (To Do: Simply give the same player a duration of 20 seconds [to prevent increasing the decrement value, still tossable] if tried to toss for two times)

Console Variables:​

Command​
Default​
Range​
Description​
poss_holdtime501 - 9999Number of seconds a player/team must hold the rock to win.
poss_spawntime51 - 9999The timer before the Master Emerald spawns at the start of a round.
poss_globaltimerOffOff - OnWhether hold timers persist across drops (Off = resets on drop, On = global FFA, or separate team cumulative timers).
poss_tossemeraldNormalNo - InPlace - NormalAllows carriers to toss the emerald (InPlace drops the emerald at feet, Normal launches it forward).
poss_shootemeraldYesYes - NoAllows players to launch the dropped emerald by shooting weapon rings at it, excluding rail rings.
poss_emeraldharmYesYes - NoDeals damage to players if hit by a fast-moving emerald.
poss_deathmomentumYesYes - NoKeeps the emerald's movement momentum when the carrier is killed.
poss_spawnpointEmeraldsEmeralds - Players - RingsAllows the emerald to spawn at player spawns or ring spawnpoints, knowing that Emeralds spawnpoints are still appended.
poss_grasptimeOffOff - OnOvertime mechanic that progressively reduces hold time requirements.
poss_grasptime_start1800 - 9999Number of seconds into the round before Grasp Time activates
poss_grasptime_decrement11 - 9999How many seconds are shaved off the required hold time each time a carrier dies.
poss_grasptime_mintime51 - 9999The minimum hold time threshold; the required time will never decrease below this value.

That's it! Enjoy. Those who downloaded the test builds and hosted in their own, hope you enjoyed it!
Srb20076

Credits:​

amperbee: Original concept and code.
Me: Major fixes and upgrades.
Author
Panda.
Downloads
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