Hi guys, I've been working on a few mods for our local server for a year or so now. Most of them are for personal server use, such as an auto admin that can detect kills that are FOL or Rambo and revive the victim automatically. But there's a few things I've come across that might be useful.
First, in the way of bugs:
Not sure if this one's a bug or an intentionally dropped feature but I noticed when I was going through some of the cannonball code (I don't remember exactly where) that certain sapper deployables were meant to have a "wall" value of 1 and not 3 but due to a bad for loop didn't actually ever gain this value. This would mean that it would take 3 planks (or what have you) to stop a cannonball instead of the current 1.
While on that topic I think you should give a "wall" value of 2 to some of the thinner destructible walls so that a cannon both damages them, and penetrates to potentially damage people/buildings behind also. (a value of 2 would stop the cannonball after hitting a second wall) some of the thicker fortress walls would make sense to keep the same though.
Another minor tweak that may help server and client performance that I get my regiment to use is the lowering of the strength/time of smoke output by explosions in the "make explosion at position" script. This means there isn't massive amounts of frame drops after a while bunch of explosions go off at once.
Now for mods:
One mod I made a while ago but everyone on our servers seem to enjoy is the item pickup mod. This allows any weapon item props placed by the map maker on the map to be picked up, allowing for the creation of armories and the like for seige defence or whatever. At the moment it's just set to spawn the item where it was placed every 12 seconds or so (with an appropriate depsawn timer to avoid buildup) but could be changed to only work once or more/less frequently.
I believe I mentioned this one to Vincenzo when he visited our TS a while ago, I think that's when I was working on my naval arty mod? IDK.
I also made a payload mod so that map makers could place down waypoint markers that an explosive cart would follow when pushed and explode at its destination. Think TF2 or overwatch. (with a remove/addition of other props coded in to get rid of those pesky non destructible portcullis too or add new seige ladders for stage two of the fight,etc.)
Other than that I've had a few other little pet projects that wouldn't be for everyones tastes like:
- Option for Maps to remove player weapons on spawn so you can do jail break/alarmed camp style battles. ( used with the aforementioned item spawning mod for armories)
- naval arty. Places small swivel cannons on the moving small boats and carronades on the larger ones. Also makes both boats destructible with cannonball penetration (using "wall" values)
- Gatling gun. This one just turns a cannons canister rounds into a Gatling gun that fires out a stream of 100 shots that you can stop and start.
As for the revive button: we were thinking of implementing this on our servers, as well as a global mute button to stop chat spammers.
We were thinking of replacing the temp ban button with revive as temps are harder to clear than perms. Also because MOV_Hikkupz makes enough mistakes to warrant a revive button already and removing the option to ban someone irreversibly for an hour can only be an improvement
To avoid the 30 second dead agent limit you could try using a "on agent wounded or killed" trigger to store the death details on the players slots. (I believe there's already death position slots there).
Well I think that's about it from me. Feel free to take or leave any of that.