Constraint Kill: Principle
The goal is very simple: kill opponents to earn points. But there is a constraint, and even many constraints. In fact, every player receives a constraint he must observe to score. That constraint can be to kill with a certain weapon or by hitting with a vehicle, or while jumping or proning or standing still, or from a certain distance or behind an opponent's back, or by shooting a certain body part or opponent. This constraints list is not exhaustive, but I let you discover the other constraints. Of course, you score only if you observe your constraint... One last thing: it is possible to control the constraints list used during the game, and also to tune the use probabilities of each constraint.

Comments
The constraints can be distributed according to three modes in TDM and two in FFA: the global mode (the same constraint for the whole players), the collective mode (the same constraint for a whole team, but different from the one of the other team; in TDM only) and the individual mode (every player receives a constraint potentially different from the ones of the other players).
It is possible to create custom sets of constraints by editing the file properties.lua placed in the map folder. A part of this file (NanoMod.tConstraintsData) represents all the constraints, line per line. Those lines always count the same number of values, which draws some columns. Each column is a set of constraints, and adding new sets is easy. A value represents the use probabilities of the corresponding constraint in the corresponding set, and that, according to the sum of the probabilities of every constraint in that set. Setting a value to zero means disabling the corresponding constraint, in the corresponding set.
It is not possible to play this NanoMod alone. It requires at least two players, and even three or four in some cases. This NanoMod works in the modes FFA and TDM.

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I would like to collect as many constructive comments, suggestions and opinions as possible about my NanoMods and maps. I would welcome any bug report too. Please find more information here.
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