I want to create a number of sounds activated by certain actions or maybe earned by a point system I have. I know how to get sounds played through several ways but when I give players free reign to play the sound, it gets abused. Is there a good method to allow players to run a sound clip but not abuse it by playing it 100 times in a row just because they can. I was thinking some king of wait function for triggering player but there should be a smarter way to control sound abuse if I want to allow them to use it. Think firrst blood. or someone types exc and Excellent from Mortal Kombat plays.
I've erased all sounds even the admin ones and just use here comes new challenger when the map resets, but I was curious if anyone had ideas on how to control abuse of sounds or at least curb their abuse.
Give each player limited number of sound usages. These recharge every 2-3 minutes and stack up to 3 charges odd. If they run out of charges then they cannot play any sounds (they need to wait for them to recharge). Each individual sound has a cooldown of 30-60 seconds for a player (or to next charge gain) so that they cannot spam it maximum charge times in a row.
Sure people will still be able to play them at silly times, however it is limited such that it should not be annoying. If it is still annoying due to coordination between players you could add a global charge count which replenishes faster than individual player charges which when depleted will stop all players from playing sounds (irrespective of if they have personal charges).
If people use the sounds properly the charges should replenish at ample speed so that they do not notice the limit. If they abuse they will quickly hit the limit and so have their ability to annoy with the system capped.
You could also record their usage mixed in with any persistent state each player has so that if you see someone over-using the feature (say average of 40 times per game or something massive) you deny them use of the sounds until their average is more reasonable (5-7 times per game). Of course nothing stops them re-setting the bank to fix this however that would also reset their state. Combined with the above method audio spam should be at tolerable levels I hope.
I want to create a number of sounds activated by certain actions or maybe earned by a point system I have. I know how to get sounds played through several ways but when I give players free reign to play the sound, it gets abused. Is there a good method to allow players to run a sound clip but not abuse it by playing it 100 times in a row just because they can. I was thinking some king of wait function for triggering player but there should be a smarter way to control sound abuse if I want to allow them to use it. Think firrst blood. or someone types
exc and Excellent from Mortal Kombat plays.I've erased all sounds even the admin ones and just use here comes new challenger when the map resets, but I was curious if anyone had ideas on how to control abuse of sounds or at least curb their abuse.
Give each player limited number of sound usages. These recharge every 2-3 minutes and stack up to 3 charges odd. If they run out of charges then they cannot play any sounds (they need to wait for them to recharge). Each individual sound has a cooldown of 30-60 seconds for a player (or to next charge gain) so that they cannot spam it maximum charge times in a row.
Sure people will still be able to play them at silly times, however it is limited such that it should not be annoying. If it is still annoying due to coordination between players you could add a global charge count which replenishes faster than individual player charges which when depleted will stop all players from playing sounds (irrespective of if they have personal charges).
If people use the sounds properly the charges should replenish at ample speed so that they do not notice the limit. If they abuse they will quickly hit the limit and so have their ability to annoy with the system capped.
You could also record their usage mixed in with any persistent state each player has so that if you see someone over-using the feature (say average of 40 times per game or something massive) you deny them use of the sounds until their average is more reasonable (5-7 times per game). Of course nothing stops them re-setting the bank to fix this however that would also reset their state. Combined with the above method audio spam should be at tolerable levels I hope.
Heh not much to contribute but you made me think of this
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)