Javelinball!

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This is always great fun, to bad my eyes suck monkeyballs I always loose the javelin out of sight.
We could think of maybe using Jarrids or throwing spears?
 
RealMephisto 说:
From what i see the pitch is too big. Or not too many playahs :razz:

The pitch is quite big, but the javelin physics mean it's all too easy to throw it out of bounds if you're inexperienced and we wanted to keep the game free-flowing, so at least for now it's working well.

I'd suggest that later in the evolution of the game, we make a 5-a-side pitch, and maybe even a hexagonal 3-team pitch, to add some variety and flavour.

Urist 说:
The problem with this is that it needs some basic intellect, patience and disciplin from the participators which seems to be rare feats at the moment.

Agreed, which is why the pub-team league is such a good idea. It's the difference between an ad-hoc game of football in the park, and the sunday leagues. If you want reliable refereeing and tatical play, join/form a team!

Urist 说:
Also the jav is not visible enough for my old eyes. Maybe adding an on-hit trigger to it, that plays a particle effect when it hits the ground would help.
Could work just like the exploding arrow script, just with a bigger flame and without the lethality.

Also, I wonder if substituting the melee mode of the javelin with a second throw mode could be fun. The alternative throw could have a much slower shot speed but being alot more accurate. It could be used for short passes and precision goals.

Excellent ideas. Requires modding, but I love the second throw mode thing. The current full-on, heave-the-thing-as-hard-as-possible throw makes accurate passing difficult, and if you want to throw over the top of a nearby defender you have to throw it miles away. This would give the jav-carrier some very useful options, and allow better control on a smaller pitch.
 
I found a simple client side fix for javelin visibility. I just altered my item_kinds1, adding a particle effect to the jav hit.
The server can still run on pure Native and doesn't need this modification. Thanks to Warband's relaxed view on using altered files(aka cheating).
The basis was the exploding arrow script.

插入代码块:
["javelin",         "Javelins", [("javelin",0),("javelins_quiver_new", ixmesh_carry)], itp_type_thrown |itp_merchandise|itp_primary|itp_next_item_as_melee 

,itcf_throw_javelin|itcf_carry_quiver_back|itcf_show_holster_when_drawn, 
300, weight(5)|difficulty(1)|spd_rtng(91) | shoot_speed(25) | thrust_damage(34 ,  pierce)|max_ammo(5)|weapon_length(75),imodbits_thrown,
   [
       (ti_on_missile_hit,
      [
          #pos1 - Missile hit position
          (try_begin),
             #(multiplayer_is_server),
             (particle_system_burst, "psys_fireplace_fire_big", pos1, 200),
          (try_end),
      ]),
   ]],

I used a preexisting effect but a custom one could be easily created.
 
That, in a word looks exciting. Just need to get that sent off to one of the higher ranked 22nd guys for implementation, no?

As does the game, but it requires decent players with common sense. So not everyone will like it.
 
I just implemented the secondary mode. It's faster and more accurate, but the shot speed is so low, that it only allows short passes.
This time it needs to be run on the server as well.

插入代码块:
["javelin",         "Javelins", [("javelin",0),("javelins_quiver_new", ixmesh_carry)], itp_type_thrown |itp_merchandise|itp_primary|itp_next_item_as_melee 

,itcf_throw_javelin|itcf_carry_quiver_back|itcf_show_holster_when_drawn, 
300, weight(5)|difficulty(1)|spd_rtng(91) | shoot_speed(25) | thrust_damage(34 ,  pierce)|max_ammo(5)|weapon_length(75),imodbits_thrown,
   [
       (ti_on_missile_hit,
      [
          #pos1 - Missile hit position
          (try_begin),
             #(multiplayer_is_server),
             (particle_system_burst, "psys_fireplace_fire_big", pos1, 200),
          (try_end),
      ]),
   ]],

["javelin_melee",    "Javelins", [("javelin",0),("javelins_quiver_new", ixmesh_carry)], itp_type_thrown |itp_merchandise|itp_primary|itp_next_item_as_melee 

,itcf_throw_javelin|itcf_carry_quiver_back|itcf_show_holster_when_drawn, 
300, weight(5)|difficulty(1)|spd_rtng(97) | shoot_speed(12) | thrust_damage(3 ,  pierce)|max_ammo(5)|weapon_length(75),imodbits_thrown,
   [
       (ti_on_missile_hit,
      [
          #pos1 - Missile hit position
          (try_begin),
             #(multiplayer_is_server),
             (particle_system_burst, "psys_fireplace_fire_big", pos1, 200),
          (try_end),
      ]),
   ]],
 
Thanks Urist. I am currently thinking about making a mod for this.
So long as it is a popular enough game we definitely will :smile:

Having a proper mod would definitely add a lot.
 
Okay, after last nights.... interesting game. Things definitely depend on the people playing

I'm one to admit I missed a foul call, and thus was sent off.

But the way some people were playing... Not to be disrespectful to all of you, was a little poor. Needless killing off the ball, and people not paying attention to the ref. It may have been some of the people online, but it wasn't as fun as the first one sounded (I only heard the commentary on TS, not played in that one)

I don't know what to suggest to help with the problem. Its not like the ref can be everywhere at once. And there weren't enough people for more than one ref. So.... I'd like so hear people's thoughts on last nights game.

Just so I know whether it was my "high-ish" expectations or silly play.

Cheers

Nutter
 
Yea, yesterday was dumb.
We had too many retards being themselves. We will be more selective in future and I will enourage the referee to make more use of the ban ability for such blatant idiocy.

Last few games we have played with people able to take it seriously were much better.

Main problem players:

Longshaft
Rokema

But I spoke to Rokema and he says he is gonna be a good boy now. I spoke to Longshaft after the last game where he ****ed about so much I banned him from teamspeak. So I do not know what we will do about him.
 
But a few more people may be good also, I'd love to see at least 10 a side, so that we can have a second referee...

Last night was dumb, and it was nice to see that its been sort of sorted out... Stupid things happen, I suppose. Maybe last night was a blip?

Still, it was a good game, and good rules. COME TO THE EVENTS, to anyone else reading. Just look on the server, thats the clue that something is going on.
 
Can you please tell me how to put this wonderfull field in game?
Do i have only to copy the .sco file and overwrite some other files or i got to do something else, like editing the scenes.txt file and others?
 
It replaces multi_scene_14.sco

You can either do s asimple replace job and play on "battle on ice" or if you have the know how then do it right.
 
there are still people interested in javelinball  :wink:
maybe it's possible to play some matches online  :smile:
 
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