Lerk Lift Mod

HackepeterHackepeter Join Date: 2003-06-08 Member: 17107Members, Constellation Posts: 181
edited October 2011 in Modding
Wings for the Gorge!
Hey guys!

As requested sometimes before, at last in this thread: http://www.unknownworlds.com/ns2/forums/in...howtopic=115277 I made a Lerk Lift Mod which allows the Lerks to pick up Gorges and fly them to unreachable places or whatever you can imagine. It's a fun mod, please don't be too serious about it ;)

Usage:
Just go to a Gorge as a Lerk and press your use-key to pick him up. The Lerk can then drop the Gorge with the use-key at anytime but also the Gorge can free himself with the use-key if he thinks the Lerk is going crazy ;) There are also tool tips and sounds if a lifting is happening.

Installation:
Place the "LerkLiftMod.lua" file in "ns2\lua" and add to the beginning of "Alien_Server.lua":

Script.Load("lua/LerkLiftMod.lua")

Only install it if you host a server!

How it works:
It's a server only mod, so your clients don't have to install anything. You can also turn the mod on and off at anytime (also mid game) and you can set if it should be enabled by default if you start your server. So you can install the mod but you don't have to run it the whole time. Just enable it if you want some fun for a few rounds :) and if your players don't like you can just disable it without restarting. The command is "lerklift 0/1" to the server console. The variable for default starting is the first one in the script.

Under the hood:
It's intentionally not written as a game mod with a extra folder, instead you can install it directly to NS2 to keep GameOvermind or other mods running. I also didn't touch any single line of UWEs code. I implemented it only with unused functions in a extra script. The reason is I don't want to provide updates for every single new build and as long as they don't change the functions I used the mod should also work on future builds with out modifying (hopefully...).

Known issues:
Client prediction is not working and causes jerking to the Gorge because the client don't know anything about the mod of course. If somebody knows a solution without providing a client side mod please tell me.

Click here for download

Version 0.1
Date: 2011-10-28

Thanks to my testers from pub.eu! The mod neither affected the server performance nor it crashed it ;)

Have fun!
Post edited by Unknown User on
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Comments

  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members Posts: 1,731
    edited October 2011
    Post edited by Unknown User on
  • RanemanRaneman Join Date: 2010-01-07 Member: 69962Members Posts: 450
    edited October 2011
    This needs to be polished and put in the vanilla game.

    In the mean time, it needs to be installed by every server owner.
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  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow Posts: 1,301
    Most loved plugin on NS1 for me. Hope someone puts it up can't wait to play B2 bomber and flying healingstation!
    Lerkbomber could be the solution to the stalemates problem.
    image
  • AtoneAtone Join Date: 2009-09-21 Member: 68839Members Posts: 358
    QUOTE (Raneman @ Oct 30 2011, 11:22 PM) »
    This needs to be polished and put in the vanilla game.

    In the mean time, it needs to be installed by every server owner.


    Second.
    Atone
    Chemical Ali
    Onstantine Priest
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue Posts: 1,988 Advanced user
    edited October 2011
    Looks fun! Could you lift Skulks and other Lerks too? :P

    BTW I think the only the passenger (Gorge) should initiate the dropping off process to reduce griefing.
  • HackepeterHackepeter Join Date: 2003-06-08 Member: 17107Members, Constellation Posts: 181
    QUOTE (twiliteblue @ Nov 1 2011, 04:12 AM) »
    Looks fun! Could you lift Skulks and other Lerks too? :P

    BTW I think the only the passenger (Gorge) should initiate the dropping off process to reduce griefing.


    That's a good idea but I'm not sure about it, because of the jerking at the Gorge's client side he is maybe not able to make the release/drop in the right moment or makes wrong decisions about a particular situation. Oh man I wish I could fix that somehow. I tried <GorgeEntity>:SetGravityEnabled(false) because I think the client prediction is mainly struggling with the gravity. But the method has no effect... mhh

    To the other alien classes: Yeah that's possible! There is one variable at the beginning of the script to choose the desired alien class for the lifting. It could also be extended to a list to support multiple alien classes (Gorges, Eggs, Onoses... ;D)
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue Posts: 1,904 Advanced user
    edited November 2011
    My only concern atm.; can gorge healspray while being carried? :P
    I think that would be a bit too OP. Considering that any decent lerk would become "invincible" and never die.
    Disable healspray while the lerk is carrying the gorge, and make the lerk a bit slower when carrying a gorge.
    That should help prevent this from being too OP.

    NS2 6v6 Gathers
    QUOTE (Floodinator @ Feb 28 2012, 08:41 PM) »
    it's always a good idea to kill swalk or he will kill you.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue Posts: 1,988 Advanced user
    edited November 2011
    QUOTE (Hackepeter @ Nov 1 2011, 01:34 AM) »
    That's a good idea but I'm not sure about it, because of the jerking at the Gorge's client side he is maybe not able to make the release/drop in the right moment or makes wrong decisions about a particular situation. Oh man I wish I could fix that somehow. I tried <GorgeEntity>:SetGravityEnabled(false) because I think the client prediction is mainly struggling with the gravity. But the method has no effect... mhh

    You might want to override (and disable) the passenger's movement input during the lift, so the client only updates its position according to the server messages. Then you should interpolate the movement between each update to smooth it out.

    I'm not 100% sure on how this can be achieved though.
  • HackepeterHackepeter Join Date: 2003-06-08 Member: 17107Members, Constellation Posts: 181
    edited November 2011
    QUOTE (swalk @ Nov 1 2011, 11:16 AM) »
    My only concern atm.; can gorge healspray while being carried? :P
    I think that would be a bit too OP. Considering that any decent lerk would become "invincible" and never die.
    Disable healspray while the lerk is carrying the gorge, and make the lerk a bit slower when carrying a gorge.
    That should help prevent this from being too OP.


    Yeah he can currently use all of his "weapons" also the healspray. In the first version I didn't want to make any restrictions to see how it turns out and make changes after some feedback from the players. At least in our intern tests the lifted Gorge was a easy target in the air and he got killed quite fast if marines shoot at him. But depends on the skills of the Lerk of course, too. Maybe the problem is not that serious in public games and in scrims the mod wouldn't be used anyway ;) but I like the idea with the slowdown of the Lerk if he carries a Gorge because I don't like to disable his weapons.

    QUOTE (twiliteblue @ Nov 1 2011, 11:46 AM) »
    You might want to override (and disable) the passenger's movement input during the lift, so the client only updates its position according to the server messages. Then you should interpolate the movement between each update to smooth it out.

    I'm not 100% sure on how this can be achieved though.


    Thank you for your input! But the problem is not that client tries to move with input keys or the smoothing of the movement (it is as smooth as the Lerks flight; I just copy his location in every update/tick). The real problem is that if the Gorge is in the air the client prediction is starting to make a free fall, so the client side view is dropping a inch and then gets the new real position from the server which is at the Lerk. And this down and up movement is causing the jerking. If the Lerk is just at the ground you don't have that situation and no jerking. That's why I thought disabling gravity for the Gorge would maybe help, but didn't work for some reason.

    I just had an idea, maybe I can add a up velocity or acceleration to the Gorge to compensate the gravity if I just can't disable it. I'll try that :)
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer Posts: 2,341 Advanced user
    i think whatever you do: the client will predict the movement wrong :) you need to add some code client side, easiest way: a new network variable (isLerkLifted?) and react to that accordingly. funny video btw :) looking forward to try that
  • BarerRudeROCBarerRudeROC Join Date: 2010-10-01 Member: 74264Members Posts: 256
    edited November 2011
    This could only be viable if the lerk was significantly slowed down and you'd have to spam space as hard as you can to gain height.
    I'd only want this to be put in as to give gorges the ability to place defences in areas previously unreachable.


    QUOTE (Yuuki @ Oct 29 2011, 11:51 PM) »

    This could potentially ruin gameplay imo, as there is no drawback for carrying the gorge and they can affectively fly around attacking normally.

    I'm not against fun, it's just that if this plugin becomes the norm on a majority of servers I'd prefer it to be balanced.
    image
  • ZeikkoZeikko Join Date: 2007-12-16 Member: 63179Members, Squad Five Blue, NS2 Map Tester Posts: 586 Fully active user
    QUOTE (Hackepeter @ Nov 1 2011, 03:03 PM) »
    The real problem is that if the Gorge is in the air the client prediction is starting to make a free fall, so the client side view is dropping a inch and then gets the new real position from the server which is at the Lerk. And this down and up movement is causing the jerking. If the Lerk is just at the ground you don't have that situation and no jerking. That's why I thought disabling gravity for the Gorge would maybe help, but didn't work for some reason.


    This same problem happens even when marines stand on invisible buildings. So I'm not sure even UWE knows how to fix this.
  • SkymanderXSkymanderX Green Marine - The Few, The Proud, The Green. Join Date: 2011-07-29 Member: 113006Members Posts: 430
    First off, love this idea thanks for making it a mod. I think that yes, having a mod that can also range attack and heal is OP. But also i think that if the lerk is going to be slowed down, than heal spray should be allowed, but perhaps in slower dispense rates ( if that makes sense).
    image
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow Posts: 1,702 Fully active user
    edited November 2011
    a) We could just disable all gorge skills while being carried
    b) We could slow down lerk flight while carrying

    My favourite:
    c) We could drain some energy per second for carrying (means the Lerk cant do much other than flying and the gorge auto-drops after some time => if lerk has 0 energy)
    Maybe also add a minimum energy requirement to pick up the gorge - so you cant just drop him and pick him up again to fly a few more meters/ repeat etc.
    OR the lower the energy the slower the lerk flies with gorge... (+ a few seconds after you dropped the gorge)



    I dont see how it could ruin gameplay - there are soooo many things how you could balance it...

    Dont take everything as if it was set in stone guys.
  • Egad!Egad! Join Date: 2011-10-19 Member: 128250Members Posts: 143
    QUOTE (Koruyo @ Nov 2 2011, 08:39 PM) »
    c) We could drain some energy per second for carrying (means the Lerk cant do much other than flying and the gorge auto-drops after some time => if lerk has 0 energy)
    Maybe also add a minimum energy requirement to pick up the gorge - so you cant just drop him and pick him up again to fly a few more meters/ repeat etc.
    OR the lower the energy the slower the lerk flies with gorge... (+ a few seconds after you dropped the gorge)


    I like this. It makes the lurk lift only last just long enough to travel, say, half the map, or place a hydra or two on high. It makes exploiting the lift to achieve invulnerability considerably more difficult.

    Still, I think the lurk should go a bit slower, and that flying should be more cumbersome (as has been mentioned previously). Not only is this more balanced, but it is also more realistic.

    Also, I think that Gorges should be the only lifeforms that can be lifted. That said, the image of three lurks struggling to hold an Onos in the air is an amusing one.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members Posts: 1,731
    For the movement what you need is :

    1) Increase a bit air friction, this should decrease the maximal speed of the lerk.

    2) Increase the mass (by adding the mass of the gorge to the mass of the lerk), this should increase the gravitational force and the inertia of the lerk (you take more time to reach maximal speed).

  • HackepeterHackepeter Join Date: 2003-06-08 Member: 17107Members, Constellation Posts: 181
    edited November 2011
    QUOTE (Koruyo @ Nov 3 2011, 02:39 AM) »
    My favourite:
    c) We could drain some energy per second for carrying


    Yeah Koruyo, that sounds cool and reasonable. Also adding the weight from Gorge to the Lerk as Yuuki mentioned is just logical. Maybe the Lerk is then to heavy to take off :D but let's see. I just wait with implementing that stuff until we get some feedback from public servers for the current version. So we have something to compare if the adjustment helps the balance or not.
  • SkymanderXSkymanderX Green Marine - The Few, The Proud, The Green. Join Date: 2011-07-29 Member: 113006Members Posts: 430
    i think that is also the best idea. But someone talked about placing a hydra while in the grasps of the lerk. This would be near impossible UNLESS there was some kind of "hover" (like a helicopter) that allowed the lerk to fly place. That would be cool!
    image
  • HackepeterHackepeter Join Date: 2003-06-08 Member: 17107Members, Constellation Posts: 181
    QUOTE (SkymanderX @ Nov 4 2011, 03:30 AM) »
    i think that is also the best idea. But someone talked about placing a hydra while in the grasps of the lerk. This would be near impossible UNLESS there was some kind of "hover" (like a helicopter) that allowed the lerk to fly place. That would be cool!


    You can easily drop buildings while lifted by a Lerk. The Lerk just needs to flap carefully and you have something like hovering. No need for a extra functionality :)
  • A[L]CA[L]C Join Date: 2010-07-25 Member: 72801Members Posts: 99
    Have added this to the GamingDeluxe server (LerkLift&CystMod-GamingDeluxe)
  • ZeikkoZeikko Join Date: 2007-12-16 Member: 63179Members, Squad Five Blue, NS2 Map Tester Posts: 586 Fully active user
    edited November 2011
    QUOTE (SkymanderX @ Nov 4 2011, 03:30 AM) »
    i think that is also the best idea. But someone talked about placing a hydra while in the grasps of the lerk. This would be near impossible UNLESS there was some kind of "hover" (like a helicopter) that allowed the lerk to fly place. That would be cool!

    Placing buildings on the walls and ceilings is very easy with the mod. No fixes or features needed.
    image
  • l3lessedl3lessed Join Date: 2010-06-07 Member: 71977Members Posts: 374
    I don't personally feel this is needed or has a place in vanilla NS2. It to me feels more like a gimicky fix for gorges inability to place buildings at a distance.

    How about instead, as has been mentioned numerous times, gorges just spit hydra seeds. Far less gimicky. Can't be as easily abused as this. and is just far easier and straight forward.

    Now, I do think this has easily a place on custom servers, but I'm very wary of seeing this in vanilla.
  • BarerRudeROCBarerRudeROC Join Date: 2010-10-01 Member: 74264Members Posts: 256
    QUOTE (Hackepeter @ Nov 4 2011, 10:35 AM) »
    You can easily drop buildings while lifted by a Lerk. The Lerk just needs to flap carefully and you have something like hovering. No need for a extra functionality :)


    Good luck having a commander place infestation on a tall vertical wall like in tram starting position.
    image
  • WizardHUNWizardHUN Join Date: 2011-10-23 Member: 128903Members Posts: 71
  • ZeikkoZeikko Join Date: 2007-12-16 Member: 63179Members, Squad Five Blue, NS2 Map Tester Posts: 586 Fully active user
    QUOTE (BarerRudeROC @ Nov 6 2011, 12:49 AM) »
    Good luck having a commander place infestation on a tall vertical wall like in tram starting position.


    Why would you need a commander to place infestation on the wall? We're talking about building with gorges here which works fine with the mod.
  • SkymanderXSkymanderX Green Marine - The Few, The Proud, The Green. Join Date: 2011-07-29 Member: 113006Members Posts: 430
    do you think you could make a separate mod that allows lerks (not carrying gorges) to roost or latch on to walls and not move... just sit there so as to be able to ambush?
    image
  • HackepeterHackepeter Join Date: 2003-06-08 Member: 17107Members, Constellation Posts: 181
    QUOTE (SkymanderX @ Nov 7 2011, 04:43 AM) »
    do you think you could make a separate mod that allows lerks (not carrying gorges) to roost or latch on to walls and not move... just sit there so as to be able to ambush?

    I could but at least not now ^^ I'm not sure if it's worth the work. But I'll think about the idea, I just saw your thread in "Ideas and Suggestions".

    Something important about the mod:

    I'm happy to see it's installed on HBZ1 where I played yesterday but it seems like most players have ofc no idea about the mod or how it works. I'm wondering how the information could be made available to the players. Maybe showing a tool tip about it every 5 minutes for alien players? At least I could show a tool tip if the Lerk is facing the Gorge but I guess that's not happening very often :/ What do you think?

    Also thanks to ALC for installing it on your server :)
  • WizardHUNWizardHUN Join Date: 2011-10-23 Member: 128903Members Posts: 71
    QUOTE (SkymanderX @ Nov 7 2011, 03:43 AM) »
    do you think you could make a separate mod that allows lerks (not carrying gorges) to roost or latch on to walls and not move... just sit there so as to be able to ambush?


    Skulk can wait on the wall, lerks can fly. That would give another ability for lerks and its not the best idea imo
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    I think the TSA agrees with your WizardHUN image

    image

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  • HackepeterHackepeter Join Date: 2003-06-08 Member: 17107Members, Constellation Posts: 181
    QUOTE (Kouji_San @ Nov 28 2011, 08:35 PM) »
    [awesome image]


    Hahaha! That's great :D Awesome artwork! I had to laugh very loud when I saw that :D
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