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Anti-Camping
Smiley
#1 Print Post
Posted on 06/10/2011 17:57:50
Numpty


Posts: 1045
Joined: 06.04.11

I have developed a new script for the purpose of combating camping. It has been tested and it works reliably. The only thing left now is to ask you guys what you would like the parameters to be.

As a preface, here is how the script works:

The script uses a timer that checks the position of your player every 10 seconds. It then calculates the distance you've traveled since the last check. It then compares this distance to a set distance. If you've traveled more than this set distance, you "pass" and if not, you "fail." Each time you "fail" you will be given a warning to move.

At the same time the timer counts down from 2 minutes. Each time the zombies kill a human the timer resets. If zombies have not killed a human in this time, players who have "failed" will be considered "campers" and will be killed. If there are 10 seconds left in the count down the server will warn players that campers are about to be killed.

Now onto the main matter. I want your opinions on some of the parameters for this anti-camping script. They are as follows:

Distance you have to travel to pass: 15 m
Time between each check: 10 secs
Time after no zombie kills when campers are punished: 120 secs
Punishment for camping: Kill
Anti-camping disabled: Last Man

Please post a reply stating what you believe these parameters should be set to or if you think they are fine as is.
Edited by Smiley on 06/11/2011 18:44:02
 
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ZA Bvigil
#2 Print Post
Posted on 06/10/2011 18:04:07
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Admin


Posts: 2161
Joined: 15.11.10

i think it sounds good but that we should have like slim and ice or some people like that try it out first
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ZA numpty
#3 Print Post
Posted on 06/10/2011 18:22:23
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ShawnPeezy


Posts: 4430
Joined: 16.11.10

can you travel 1 meter in 1/2 a second. and what about typing also how much time does it take away for each fail. how much does it give for each pass. so if it gives 1 second for a pass, you can run around for 30 seconds and camp for 60? im just making sure im getting all this right. not criticizing you in any way shape or form. im actually glad you did this. im getting really tired of the campers. the only map that this wouldnt work for is gephy because people who camp ledge run around. it should also check location so like if you are on the ledge for so long it kills you also. other than that it sounds beast
 
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ZA Luna
#4 Print Post
Posted on 06/10/2011 18:23:45
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I got a big blue star for posting. i must be special


Posts: 1723
Joined: 16.11.10

is the ledge on dc more than 1m? cause then they could just run around on that and we'd still have a problem.
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SoD hobo
#5 Print Post
Posted on 06/10/2011 19:21:56
Senior Member


Posts: 342
Joined: 04.03.11

i think that we shouuld get atleast 5 min because A. if u stay in same spot for 5 min ur kicked due to afkness and B. if it does it every half second well you gotta have macros lmao....
and here is where i think it should the spots should be:
  • Ice Fields near red base... you know the one in front of it, and behind it, above the tele
  • Danger Canyon ledge
  • Death Island, small island at red
  • Battle Creek ladders
  • Gephy wires
  • Blood Gulch Hill and Tunnels

if im missing anything please add it Cool
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ZA numpty
#6 Print Post
Posted on 06/10/2011 20:01:06
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ShawnPeezy


Posts: 4430
Joined: 16.11.10

ah yes but it is fair to tell them they can only camp for so long. telling people where they can and cant camp would take too much time and no one would follow those rules any way. what smiley created is something that slim was talking about creating a while ago. we arent telling them they CANT camp, we are telling them camp but if you camp too long you die. eventually people will stop camping all together. it is perfect. also hobo, 5 minutes is a quarter of the game. that is too long and when most people camp, they dont sit in 1 exact spot the whole time, they move around a bit.
 
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Devase
#7 Print Post
Posted on 06/10/2011 21:37:38
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I got a big blue star for posting. i must be special


Posts: 1949
Joined: 30.03.11

Yeah, maybe map out zones that if they are in those area's for too long they die. Then that gets rid of the constant checking which could lag the game or get people who aren't actually camping,

Or you could have the check come in alittle while after they havn't left a small area in awhile, so then if they move around the camping spot it will still check them for camping. Just some suggestions, not sure how hard that would be to do.
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ZA numpty
#8 Print Post
Posted on 06/10/2011 21:45:02
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ShawnPeezy


Posts: 4430
Joined: 16.11.10

I don't know this for sure, but I would assume that if he says its finished it wont lag you out or he would try to fix it so it wouldnt do that.
 
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Smiley
#9 Print Post
Posted on 06/10/2011 22:49:27
Numpty


Posts: 1045
Joined: 06.04.11

Thank you for your replies. I have modified the script according to what you have said. If you still feel something needs to be changed, feel free to make a reply. Check the OP for more details.

In response to what some of you have said, I have already tried specifying "camping locations" in each map and there are 2 main problems with this.

1. There are A LOT of locations where players can camp and to be honest it's a pain to get them all.
2. The last time I tried this it was really buggy and didn't exactly have the result I wanted.

In summary, I chose this method because it is much simpler and also less buggy.

Unfortunately this method does have the problem of creating risk when you type messages. As of now I have no way to address this issue.

E:
@Numpty: Yes, you can travel over 1 m in 0.5 seconds. Also, camping time is earned and lost in a 1:1 ratio. You earn 0.5 seconds for every pass and you lose 0.5 seconds for every fail.
In case anyone is interested, these values aren't completely arbitrary and have been determined through testing. For example, 20 m is slightly less than the distance you travel from one end of DC ledge to the other.
Edited by Smiley on 06/10/2011 22:58:21
 
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ZA RedXlll
#10 Print Post
Posted on 06/10/2011 23:32:37
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Numpty


Posts: 1181
Joined: 30.12.10

Well why not double the distance needed to gain the time back? so you constantly have to move, so you need to run 1 min to gain 1 min of camping time?
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Devase
#11 Print Post
Posted on 06/11/2011 01:38:40
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Posts: 1949
Joined: 30.03.11

well I was meaning like, if they stay in the vicinity of an area for too long. If it can record coordinates every 10s or something and if the player has not moved away from an area around those coordinates then the timer starts, u know something along those lines.
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Smiley
#12 Print Post
Posted on 06/11/2011 02:29:33
Numpty


Posts: 1045
Joined: 06.04.11

@Red: That's pretty much what the new addition to the script does. It does a second check to see if you've traveled 20 meters in the last 10 seconds.

@Devase: The timing of things is irrelevant at this point since the script as a whole works.
 
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Rabidtaco
#13 Print Post
Posted on 06/11/2011 03:00:53
Senior Member


Posts: 305
Joined: 16.11.10

I think camping should only be prohibited only when the game isn't making any progress. Camping is a part of the game, and why remove it? It's like "Get rid of the pistols". Sure they take skill to use, but we have a lot of skilled people in the clan. For example, the nuke should be used only when the game is taking too long. I'd say, create a script that nukes the humans every minute or two that a human hasn't been infected. You're practically asking for the zombies to win, giving sides improper balance. A good zombie game is supposed to compound, meaning start slow, getting one or two infections at first, but then skyrocketing in the end, gaining multiple kills.
Member of ZÅ Feb. 19th, 2010 - May 15th, 2011
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Devase
#14 Print Post
Posted on 06/11/2011 03:20:56
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Posts: 1949
Joined: 30.03.11

I think the game times should be alittle shorter than 20mins so humans have an actual chance without over camping.
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ZA BlackAdder
#15 Print Post
Posted on 06/11/2011 04:38:41
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Posts: 2419
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I believe it has pros and cons
and i also believe this should only be used in maybe 3 maps, not all...

Pros: makes games more fun, and less borin
Cons: makes game complicated, and less appealing

Maps i believe they should be used:
Icefields- that stupid little mountain thats by redbase and u have 2 jump on the rock in front of it 2 get to it....
Dangercanyon- that annoyin ledge... but thats also the main appeal of that map... so im kind of torn by this....
Gephy- wires... somex
Infinity- doesn't matter its garbage and its bein removed...

Also dont 4get that campin is also the main appeal of zombies... sure it annoyin if ur zombie, but remember thats why we old school folks like Panic... We like panic cause we like campin...
So I belive in wat taco said....Nuke and it would just be a few modifications to smiley scrip, i think. Yes, these zones would be still considered "campin" spots, however if it detects any1, and i mean any1 the server nukes, makin all redtards stop campin...
and of course those spots would be the ones i mention above.. sry 4 the "essay"

btw thx a lot smiley, and gj
 
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ZA RedXlll
#16 Print Post
Posted on 06/11/2011 04:45:07
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Numpty


Posts: 1181
Joined: 30.12.10

Lol Redtards good one Black x3 But yea that actually sounds good. And the nuke thing.. That also could be a good idea. Nulke every 2 min that a human isnt infected that sounds epic.
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ninja
#17 Print Post
Posted on 06/11/2011 05:33:51
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Super Admin


Posts: 4174
Joined: 15.11.10

@Smiley I would assume that this "general location" rule doesn't apply to the smaller maps like longest or wizard, in which case you would find yourself possibly unable to escape the "general location". However, this is a great addition to the script for larger maps, combating one of the problems we faced when testing. Good idea with the 3-kill infection as well, great way to prevent abuse.

Blocking individual camping spots would be effective, but when it was in place the side-effects were pretty bad - I don't think we'd want that again.

My opinion on the two-minute nuke is no. It would be really annoying, and disrupt the game. I thought that the whole point of "nuke" was for desperate situations, when the whole human team is camping in unreachable spots. As opposed to the zombies not being bothered to try a bit. I guess I'm just against the overall concept of "nuking", but I thought I'd present my opinion.

Also, if panic is released in the new release of Phasor (which I think it will be), then that should satisfy players' lust for camping, no?

Edit: Went in the server for a couple of hours this morning to try it out. Not sure about this 20m thing in the smaller maps - it becomes slightly more about trying to avoid being killed by the server, than by the zombies - perhaps you could vary the "general location" distance with map size? For example, on derelict, I found that the only way I could stop "camping" was to run around the edges of the map - longest was the same story. Other than that, it works well and it is certainly a deterrent.
Edited by ninja on 06/11/2011 09:49:35
 
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Devase
#18 Print Post
Posted on 06/11/2011 10:18:17
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I got a big blue star for posting. i must be special


Posts: 1949
Joined: 30.03.11

But like adder said camping is a major thing, in pretty much all zombie type movies they almost always find a place to hold out/camp. Some camping spots are actually quite easy to break, just takes abit of common sense and alittle knowledge. But most people that complain are the ones who try the same way over and over. I am totally against excessive camping but i also believe abit of camping is essential.
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Smiley
#19 Print Post
Posted on 06/11/2011 16:12:53
Numpty


Posts: 1045
Joined: 06.04.11

Ok I've reread all of the comments and completely reworked the script with what you've all said in mind. The result is a sort of compromise between nuking and giving players camping time. Please read the updated OP and post what you think of the new system.
 
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Rabidtaco
#20 Print Post
Posted on 06/11/2011 16:21:32
Senior Member


Posts: 305
Joined: 16.11.10

I think the camping "Pass or fail" should be called only when zombies haven't killed a human in two minutes. Also, I think the time to move should be increased to twenty to thirty seconds.
Member of ZÅ Feb. 19th, 2010 - May 15th, 2011
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