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Kit-stretching ideas (actions)
This is an issue for ideas that could be implemented into pgm in the form of kits, even though they really stretch the definition of what kit is supposed to mean. The new terminology they'll adopt is triggers, which can be found over at #1016 .
Keep in mind, that not all of these must be viable to implement, or make sense to implement. It's just a list of anything that could maybe be looked at, some may become impractical or non viable upon closer inspection or when trying to look at details of implementation.
The ideas/brainstorming for future kits:
- [x] variable-related kits (see #881)
- [x]
text
- sends a text message to the player #900 - [x]
sound
- plays a certain sound for the player #1216 - [ ]
pickup-flag
,drop-flag
- makes the player pick-up or drop the flag #930 - [ ]
match-end
- ends the match, optionally: tie, player wins, specific team wins, or default to a victory condition (like time-limit) - [x]
timelimit
- add or subtract a certain amount of time from the match time limit - [x]
score
- award score, (could even replace scoreboxes?) - [x]
teleport
- teleport the player, (could even replace portals?) - [ ]
capture
,uncapture
- modify control points' ownership #942
Feel free to suggest more ideas for kits-that-aren't-really-kits
Didn't avicus use something called executors or something? Could be a viable alternative to stuff not belonging under the kit term.
can i make tnt tag (flag tag?) with pickup-flag and drop-flag? or does it need more stuff like the transfer flag when hitting someone idea ruediger had in the issue mentioned
they‘d also needa go boom then for the tnt tag mechanic