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Added autotaunt functionality. #17

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jamcnaughton wants to merge 16 commits intoMechanicalMind:masterfrom
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Added autotaunt functionality. #17
jamcnaughton wants to merge 16 commits intoMechanicalMind:masterfrom
jamcnaughton:master

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@jamcnaughton
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Props will now have a 50% chance of playing a random taunt every 10 seconds (this averages out to three taunts a minute).

playing a random taunt every 10 seconds (this averages out to three
taunts a minute).
@teddybradford
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teddybradford commented Mar 23, 2017

If possible, consider only choosing from taunts that last fewer than 5-10 seconds, so that players aren't forced into using the >1 minute-long taunts.

@joshhsoj1902
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I would also suggest that if something like this was implemented, have the interval be configurable, and have that timmer reset if a player manually taunts.

I think it would add a bit of strategy if a player could manually taunt at safe times to prevent a random one giving them away.

@jamcnaughton
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Sorry for the delay 😄

I've added your suggestions, its a lot more configurable now.

@joshhsoj1902
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That looks amazing!!! I'll have to give these updates a try

@jamcnaughton
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I found a few bugs when trying it out, all fixed now.

A quick summary of the variables added:

  • ph_long_taunt: number- A length of time in seconds - any taunt longer than this amount counts as 'long' and wont be auto-taunted
  • ph_autotaunt_enabled: boolean - Enables/disables whether auto taunts play.
  • ph_autotaunt_min: number- The minimum number of seconds between auto taunts.
  • ph_autotaunt_max: boolean - The maximum number of seconds between auto taunts.

ph_taunt_random can now accept the argument short which will discount any taunts lasting longer than the number of seconds set by ph_autotaunt_enabled from being selected to play.

@jamcnaughton
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Last change I promise.

I've added a new variable ph_taunt_overlap which is disabled by default. When enabled it allows players to spam multiple taunts at once - hilarity/annoyance then ensues.

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3 participants