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Description
Communications should be as automated as possible. Server side implementation can help with this. Ones that are not automatic should be dynamically assigned to binds depending on whether the player is attack or defence and current flag status. Comms messages should be coloured or centreprinted.
After a player joins a team he should be given the option of attack or defense. This would allow for two features:
- Role based class limits. Ie. No hwguy attack.
- Role bases comms.
Whether or not this is used in public mode is a matter for discussion.
Attack:
- "Enemy flag is at ". When a player drops the flag a message should automatically be sent to other attackers with the flag location. As there is no circumstance where you wouldn't want this to occur, it would be really awesome if this information could be included in the centreprint.
- "Demo down". Again, this could be automatically triggered based on the death message of an enemy defending demoman.
- "Sentry down". This could be automatically triggered with the death message of enemy sentry.
- "Dispenser down". This could be automatically triggered with the death message of enemy dispenser.
- "Going to cap, go for next". This would need to be bound. Only needed when player is carrying flag.
- "I'm at ". This would need to be bound. (Although a /loc_of_att or /loc_of_def impulse would be cool to print the location of your team mates with the same role).
Defense:
- "Our flag is at ". When an enemy player drops the flag a message should be sent to all defenders with the flag location. Again, would be awesome if this could be included in the centreprint.
- "Incoming <high / low / left / right / lifts / spiral / water>". Should be assigned based on map. ie. well6 would have high / low / water, bam4 would have lifts / spiral, mbasesr would have left / right.
- "Outgoing". As above.
- "Spy alert".
- "Reset positions".