Update for the respawn mechanic.

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Update for the respawn mechanic.

Postby I'mSorry » Wed Apr 15, 2020 4:11 pm

I want to suggest a “slight” rework or update to the "no respawn" option in the Gameplay Options. I was thinking something along the lines of a lives system being implemented in the game. It would be nice to play with a lives function, let's say you set a 3 lives limit, you only have those 3 attempts to respawn and do what you need to do.

it would be nice that this:
"No Respawn NO/YES"

Could be this:
"Respawn YES/NO/1 /2 /3 /4 /5 /6 /7 /8/ etc.

I think it would add a whole new dimension of play to a lot of wads and mods. You can do this somewhat by having "sv_singleplayerrespawn true" and just counting your respawns when you play, but that's just not the same as having a lives system already implemented.

This would be amazing in multiplayer co-op too, having something like that would make the already great co-op experience even better with a new fresh take on it. Like, once a player wasted their lives, they can come back as like a ghost (invisible player with no weapons) that can walk around and look at other players and stuff. Once all the players' lives have been taken down to 0 the map restarts to try and beat it again. if a player also beats the map, the dead players can come back in the next map and so on.

Thanks for your time devs <3
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Re: Update for the respawn mechanic.

Postby Zhs2 » Thu Apr 16, 2020 8:13 am

DIY. Mods have done this before (see below), and while there isn't yet a pure ZScript variant, I'm sure one can be written robustly.

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Re: Update for the respawn mechanic.

Postby I'mSorry » Thu Apr 16, 2020 10:23 pm

Zhs2 wrote:DIY. Mods have done this before (see below), and while there isn't yet a pure ZScript variant, I'm sure one can be written robustly.

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Oh wow, thank you Zh, I'll test these out, they seem like fun!
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Re: Update for the respawn mechanic.

Postby Marisa Kirisame » Sat Apr 18, 2020 12:31 pm

Zhs2 wrote:while there isn't yet a pure ZScript variant, I'm sure one can be written robustly.


It is actually very easy to do it in ZScript if you override DeathThink(), since that's where the code for respawn/reload is located.
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