The downfall of telefragging

Discuss Nexuiz gameplay here.

Moderators: Nexuiz Moderators, Moderators

Postby esteel » Fri Dec 01, 2006 5:05 pm

tZork wrote:Perhaps team-tk should work diffrently when it comes to the penalties. Imo the "blame" sould be on person who gets telefraged to move and clear the teleport dest for his teammates. So its not fair to blame the telefrager for tk and the penalties that go with it. So perhaps the oneblocking should just die, no penalties. perhaps some comic message.

Should be fixed in 2.2.. it just telefrags the person standing there. the mirror damage killing you was not really intended :)
esteel
Site admin and forum addon
 
Posts: 3924
Joined: Wed Mar 01, 2006 8:27 am

Postby Workaphobia » Sat Dec 02, 2006 6:07 am

I miss the olden days when it was possible to shoot weapons through teleporters, especially rockets. That kind of kill is much more fun than simply occupying the same space as the target, by chance. Why was that behavior changed, anyway?
Workaphobia
Advanced member
 
Posts: 59
Joined: Tue Feb 28, 2006 11:08 pm
Location: Troy, NY

Postby KadaverJack » Sat Dec 02, 2006 6:44 am

Workaphobia wrote:I miss the olden days when it was possible to shoot weapons through teleporters, especially rockets. That kind of kill is much more fun than simply occupying the same space as the target, by chance. Why was that behavior changed, anyway?

Erm, you were never able to shoot through teleporters... (at least no in >=1.0 and the fixme comment in the source doesn't look like it has been there in any beta version)
And there are two things that prevented me from implementing that feature:
1) the normal vector of the teleporter plane is unknown to qc code, so there's no way to know at which angle the projectile has to leave the teleporter (the normal could be added by changing the maps, but i don't want to fiddle around with that many maps and it would break q3 map support)
2) it's kinda hard to figure out at which height the projectile should spawn at the target location. (messuring the distance to the floor at the time of entry doesn't work for floating teleporters and changing the maps would also break q3 map support)

If someone comes up with a smarter way i haven't thought of yet: be my guest...
KadaverJack
Site admin and forum addon
 
Posts: 1102
Joined: Tue Feb 28, 2006 9:42 pm

Previous

Return to Nexuiz - Gameplay

Who is online

Users browsing this forum: No registered users and 1 guest

cron