Pretty self-explanatory. Is there a way to detect when a certain player kills another player? I’m assuming there’s no easy way about this, which would be why we still don’t have VIP, Juggernaut, or Regicide.
In actuality, these gametypes would be fairly easy to code…if we had the right way to target players directly and not through some convoluted way.
Basically all 3 modes are Slayer-based. Set kills to 0 points. We’d need a way to set our “King/VIP/Juggernaut” so that when killed points can be awarded properly.
Kings are determined by who on the team has most points would always be King. Simple score check for each player on a team. Highest scorer gets applied Alpha traits and either a Global variable or label to dictate King status.
VIP is random on a team. I’d assume the easiest way for this would be to assign a Team Variable to each player and somehow have the game choose an active variable at random? Then apply Alpha traits and either a Global variable or label to dictate VIP status.
Juggernaut would just pick a random player at spawn and is applied Alpha traits with either a Global Variable or label to dictate Juggernaut status. Then make the next Juggernaut the player who kills the previous.
It seems so simple and could easily be done but I feel were missing a detrimental tool to detect when a player is not only killed but by who. Would each player in a game need assigned a variable? Could you conditionalize who kills the player? I know there’s a “Health Below” condition, so does that work directly on players? Does assigning a variable to an initial spawn pass that to a player who spawns on that point? These are all questions I’d like answered, please.