Serious Sam Fusion 2017 (beta)

Serious Sam Fusion 2017 (beta)

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Ally Markers V2.1
   
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Game Mode: Cooperative, Versus, CTF
File Size
Posted
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697.078 KB
18 Jun, 2017 @ 1:55am
7 Feb @ 3:43pm
6 Change Notes ( view )

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Ally Markers V2.1

Description
This mod adds in markers that indicate where your teammates are, even through walls, also indicating whether they're dead or have a flag. This works in most Cooperative modes, Capture the Flag, and specifically set up team-based Versus maps. Note that when playing online, the host must have the mod in order for it to work. Be sure all players playing at least have Network Script Resources.

So originally I made this mod for Capture the Flag, as a way to get around a bug that occured early in Fusion's life where the team color of missing models wasn't shown. There isn't a way to get which team the player is on, so I'd go off of the positions of the flag bases on the maps to determine which spawn points belong to which team, and pick up players spawning near those spawn points as being part of that team.

Now, as of July of 2024, I've expanded the mod quite a bit. Improvements of note:
  • The markers have been given a redesign, being a bit smaller and no longer featuring the "ALLY" text.
  • The markers now appear in most Co-op modes.
  • When playing Splitscreen Co-op, each player has a unique numbered marker. (Added in V2.1)
  • The markers *can* appear in modes like Team Deathmatch and Last Team Standing, but *only* if the map uses specific team spawn points that are named appropriately. This won't work for regular Deathmatch maps that use "any team" spawn points.
  • In team-based versus modes, if the spawn points (or flags as a fallback in CTF) are named appropriately, the markers will be team-colored instead of just green.
  • The markers will now show up through walls, so you can see where your allies are at a glance.
  • There are new markers indicating if the player is dead, or if the player is carrying the enemy flag in Capture the Flag.
  • There is now a "Toggle Ally Markers" custom bind for toggling showing the markers; It is not bound by default.
  • There are new console commands to set whether the markers will show up by default in Co-op and Versus separately. You can also override which style of markers are used, currently between the regular markers, Quake 3: Team Arena markers, and Counter Strike: Source markers.
  • When playing the Bomb Defusal and Hostage Rescue gamemodes that are a part of Serious Strike, markers styled after Counter Strike: Source will be used by default, and the markers will only appear within a limited range, as to emulate the range of the radar in Counter Strike: Source.

Console commands:

globals.AllyMarkers()
Lists the available functions and their inputs.

globals.AllyMarkers_Coop(0/1)
Sets whether the markers will appear by default in Co-op modes. They can still be toggled with the bind.

globals.AllyMarkers_Versus(0/1)
Sets whether the markers will appear by default in Versus modes. They can still be toggled with the bind.

globals.AllyMarkers_Style("StyleName")
Sets an override for what style of markers to use. Current styles are "Base", "Q3TA", and "CSS". Entering "Default" or an empty string ("") will disable the override.


Supported Co-op modes:
  • Cooperative
  • Coin-op
  • Classic Co-op
  • Team Survival
  • T&C Co-op
  • One-Shot Survival
  • Shopping Encounter/Survival
  • Serious RPG Co-op/Coin-op
  • TF2 Co-op/Survival

Supported Versus modes:
  • Capture the Flag
  • Last Team Standing*
  • Team Deathmatch*
  • Bomb Defusal
  • Hostage Rescue

*Maps need to be set up for the markers, and only maps that use team spawn points


Notes:
  • This is compatible with Kuber's health bar script, with the markers being pushed up when the player-based health bars are in use.
  • The markers above other players in Splitscreen will disappear when you get to close. Had to do it this way so players don't see their own marker.
  • The markers will *not* appear over player bots, such as those spawned by the 'Spawn Coop NPC' cheat. The bots are missing a surprising amount of functions I need.
  • I'd love to be able to have this work globally for team modes, such as when playing regular Deathmatch maps with teams, but again the player's team is not exposed to scripting.


Mapper's note: In order for the ally markers to have team colors, and for the markers to show up in TDM/LTS maps, *all* of the Spawn Markers on the map must be named after the appropriate team they're set to spawn ("any team" spawns are unsupported), either by the name starting with the color name (example: "RedSpawnMarker", "BlueSpawnMarker"), or having "_Red" or "_Blue" somewhere in the name (example: "SpawnMarker_Red", "SpawnMarker_Blue"). For Capture the Flag specifically, there's also a fallback that checks the Team Bases for similar naming conventions. Also, if the map is for Bomb Defusal and/or Hostage Rescue, the above can all be ignored, as my script will make use of the "TTSpawnZone" and "CTSpawnZone" detector areas that those gamemodes already require to detect team.
1 Comments
Ryason55  [author] 19 Jul, 2024 @ 4:32pm 
Update: Gave the markers a redesign, added indicators for the player being dead or carrying a flag, the markers now appear in Co-op, and other things. Check the description for details.

This does now require Network Script Resources, so be sure that you (and anyone you might play with) are subscribed to that if you aren't. Also, the host now needs to have the mod for it to work, since the host has a better idea of which team each player is presumed to be on.