Difference between revisions of "Randomizer"

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(Valve changed this and removed the Engineer-pistol flare gun. If I remember correctly it now goes to the correct models for the predominant versions of this plugin)
(Again, the Melee Mode plugin is separate. Sorry for the triple-edit, but I forgot to make them all at once :C)
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==Overview==
 
==Overview==
The main alteration to gameplay concerns the weapons available to any class. At the start of a round or respawn, each player is randomly assigned a class and a different primary, secondary, and melee weapon. There is no limit to what weapon is assigned, other than what the version of the mod supports; for example, a [[Scout]] could be granted a [[Minigun]] as a primary weapon.
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The concept of the Randomizer is that each player is assigned a random class with random primary, secondary, and melee weapons.  When killed, these assignments "reroll" for another combination. There is no restriction on assigned weapons, other than what the version of the mod supports; for example, a [[Scout]] could be granted a [[Minigun]] as a primary weapon, or a [[Heavy]] could be granted a [[Holy Mackerel]].
  
The majority of class specific abilities still apply normally, for example the [[Engineer]] can still use [[buildings]] but can only upgrade them with an Engineer melee weapon. Furthermore, the [[Spy]] can still use the [[Invisibility Watch]]es.
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The majority of class-specific abilities still apply normally, for example the [[Engineer]] can still use [[buildings]] but can only upgrade them with an Engineer melee weapon. Furthermore, the [[Spy]] can still use the [[Invisibility Watch]]es.
  
 
==Features==
 
==Features==
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*A glitch exists when a non-Medic attempts to use an Übercharge with the Medigun or Kritzkrieg.  Due to the simulation Übercharge code, the player is switched to the Medic class for the duration of the Übercharge, but only the healing target receives the effect.
 
*A glitch exists when a non-Medic attempts to use an Übercharge with the Medigun or Kritzkrieg.  Due to the simulation Übercharge code, the player is switched to the Medic class for the duration of the Übercharge, but only the healing target receives the effect.
 
*Most if not all items that are single use (i.e [[Jarate]]) do not recharge after use; instead the player spawns with five. The [[Sandman]]'s alt-fire ability is unusable by all classes. In some versions, both glitches have been fixed, so that each player spawns with one ammo for these weapons which recharges after a set time or on locker touch.
 
*Most if not all items that are single use (i.e [[Jarate]]) do not recharge after use; instead the player spawns with five. The [[Sandman]]'s alt-fire ability is unusable by all classes. In some versions, both glitches have been fixed, so that each player spawns with one ammo for these weapons which recharges after a set time or on locker touch.
*During melee rounds players that have spawned as a Spy can still use many secondary weapons, including the [[Sticky Launcher]], [[Mad Milk]] etc.
 
  
 
== Trivia ==
 
== Trivia ==

Revision as of 01:50, 11 November 2010

Randomizer is a SourceMod plugin and server modification for Team Fortress 2.

Overview

The concept of the Randomizer is that each player is assigned a random class with random primary, secondary, and melee weapons. When killed, these assignments "reroll" for another combination. There is no restriction on assigned weapons, other than what the version of the mod supports; for example, a Scout could be granted a Minigun as a primary weapon, or a Heavy could be granted a Holy Mackerel.

The majority of class-specific abilities still apply normally, for example the Engineer can still use buildings but can only upgrade them with an Engineer melee weapon. Furthermore, the Spy can still use the Invisibility Watches.

Features

  • One version of Randomizer contains several custom weapons that can be assigned to players. These include Ludmila, the Texas Ten-Shot (custom weapon by Trilby), and the Army of One (custom Black Box that behaves like a single-shot Nuclear Rocket Launcher). Each of these weapons appear to be Natascha, the Frontier Justice, and the Black Box, respectively, but a notification appears on spawn or on touching a weapons locker, indicating the true name of the weapon.
  • One version of the Randomizer features working Sandviches, Bonk! Atomic Punch, Crit-a-Cola, and Dalokohs Bars, due to the plugin simulating these effects.

Known Bugs/Glitches

  • Several classes hold certain weapons in ways that obstruct the screen, e.g. Sniper holding the Kritzkrieg.
    An example of classes holding weapons wrong; in this case an Engineer holding the Huntsman.
  • The Shovel, Bottle, Equalizer, Pain Train, and Frying Pan are not assigned in some versions of the Randomizer. In addition, the Pistol, Lugermorph, and all Shotgun variants are not assigned in some versions. This is due to a glitch in the way the server modification gives the assigned weapons, which normally breaks when attempting to give these weapons on classes that do not normally use these weapons. This is assumed to occur because certain classes already share these weapons.
  • A glitch exists when a non-Medic attempts to use an Übercharge with the Medigun or Kritzkrieg. Due to the simulation Übercharge code, the player is switched to the Medic class for the duration of the Übercharge, but only the healing target receives the effect.
  • Most if not all items that are single use (i.e Jarate) do not recharge after use; instead the player spawns with five. The Sandman's alt-fire ability is unusable by all classes. In some versions, both glitches have been fixed, so that each player spawns with one ammo for these weapons which recharges after a set time or on locker touch.

Trivia

  • Server administrators that know the SourcePawn programming language may add their own weapons to the Randomizer.

External Links