Zombie Survival - Juggernaught update

Discussion in 'News' started by Rushy, Mar 6, 2017.

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  1. Rushy

    Rushy Administrator
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    I have changed a couple of things:

    • Icons have been replaced by tinting the Juggernaughts green
    • Juggernaughts also get the +2 health regen bonus, at all times


    -Rushy
     
  2. Yellow Sage

    Yellow Sage Moderator
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    So I gave the juggernaut thing a go.

    You can stand on the 2fort roof and literally point and laugh at the engineers even if there are 10 there shooting at you, because you heal so fast. Lol.
    Some juggernauts still don't seem to understand that they heal fast but they aren't invincible
     
  3. Rushy

    Rushy Administrator
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    Should I half the heal rate, or is it all good with the 2 health points a second regen?

    I could add in a chat information segment that prints to chat about that every so often and/or on master spawn to get the message across.....if people look at the chat area
     
  4. Yellow Sage

    Yellow Sage Moderator
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    It's not even doing 2 points a second, it refreshes the health extremely rapidly.
    The juggernauts themselves move almost as if they're moving amputators, that's how fast they self regen.
     
  5. Rushy

    Rushy Administrator
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    I should mention those 2 regen points a second are on top of the games default 3-4 regen a second making it 5.

    But there is also the amputator's effect that ups that value even more by +3 a second (makes it 8 per second) which is where you are possibly coming from. So I will make my +2 per second void for players that are holding the amputator (or remove its effect) to make it 5 per second for everyone

    or I can make my value less such as 0.75 if a person has amputator equipped

    I will down my values to 1 which is much easier and as a temporary measure just to roll it out
     
  6. Yellow Sage

    Yellow Sage Moderator
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    EDIT: I've found the problem, it's not an issue with the code of the juggernauts themselves, so no changes need to be made to the juggernauts (Hopefully you've seen this before you went ahead and changed it). Rushy server AU #1's timer is glitching as shown in the video below

     
    #6 Yellow Sage, Mar 8, 2017
    Last edited: Mar 8, 2017
  7. Rushy

    Rushy Administrator
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    I'll change it back to 2

    They are exactly the same code. Could be the silly hibernation thing valve introduced messing things up (Possibly keeping the timers paused and not killing them, then when joining a server in the hibernate state when someone was on and left, making another duplicate timer etc), for instance I just joined it and the timer is fine.

    I'll add a special case in to try and combat that
     
  8. Rushy

    Rushy Administrator
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    Let me know if it continues to happen, it shouldn't though as the code will check if a timer is already open after a hibernation state and kill it
     
  9. Jack5

    Jack5 Moderator
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  10. Rushy

    Rushy Administrator
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    that would be because they joined that team after my code selects the juggernaut
     
  11. Jack5

    Jack5 Moderator
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    Yeah, we need a code that examines when players join and whether there are less than 2 juggernauts already in existence.
     
  12. Rushy

    Rushy Administrator
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    I can do a on first kill type of thing possibly. Where if not two makes that killed player one
     
    Jack5 likes this.
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