Just an Idea

Developer discussion of experimental fixes, changes, and improvements.

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Good Idea?

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Total votes : 10

Fri Apr 13, 2007 9:25 pm

  • What would be cool would be able to shoot into a teleporter and have the bullet or rocket come out the other end. The problem is, people would just spray into a teleporter. It would be cool if you could do that but put a penalty like if you shoot into a teleporter to many times.
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    alexjustdoit
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Fri Apr 13, 2007 9:45 pm

  • IMO: possible option, but not default
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    Blµb
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Fri Apr 13, 2007 9:53 pm

Fri Apr 13, 2007 9:54 pm

  • I think this was mentioned before, and it was not possible. :|
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    torus
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Fri Apr 13, 2007 10:04 pm

Sat Apr 14, 2007 1:37 am

  • Sure its possible. The main problem is to calculate angle of exit iirc. This was discussed about letting players exit teleporter in the same angle they came into it.. But then someone (tZork iirc) mentioned the smallish problem that would occur if you backed into a two.way teleporter.

    Besides, i think going through a telerporter is a valid way to escape a rocket, and many maps wold be totally ruined tactic-wise if this was added.
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    tChr
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Sat Apr 14, 2007 8:46 am

  • tChr wrote:Sure its possible. The main problem is to calculate angle of exit iirc. This was discussed about letting players exit teleporter in the same angle they came into it.. But then someone (tZork iirc) mentioned the smallish problem that would occur if you backed into a two.way teleporter.

    Besides, i think going through a telerporter is a valid way to escape a rocket, and many maps wold be totally ruined tactic-wise if this was added.


    I don't see a problem in there...
    And... I thought those teleporter entities, or however it's done in Q1, have a defined angle anyway? Then there would be no problem...
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    Blµb
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Sat Apr 14, 2007 8:53 am

  • No, only the output entity defines an angle.

    However, the output entity has no size... so the next question would be, where should the rocket come out? It's supposed to come out at another place when you hit the upper right corner than when you hit the lower left corner of the teleporter...

    A way to solve this would mean assigning an origin to each teleporter and putting the teleport output entity where the origin of the output is supposed to be - and giving the output entity a RELATIVE! angle, so it says "turn by 90 degrees when teleporting". Currently, a teleport output entity says "look straight to west when teleported", but that's not gonna work with teleporting projectiles.
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    divVerent
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Sat Apr 14, 2007 11:52 am

  • I guess the output entity only defines `an angle' means, it only defines the yawing?

    Then it only works as long as the teleporter are upright... If a teleporter you walk into makes you fall outta the output entity, it wouldn't.

    m'Kay :(
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    Blµb
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Sat Apr 14, 2007 1:50 pm

  • Blµb wrote:Then it only works as long as the teleporter are upright... If a teleporter you walk into makes you fall outta the output entity, it wouldn't.

    That wouldn't work anyway, since the player is always standing upright.
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    KadaverJack
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Sat Apr 14, 2007 3:10 pm

Sat Apr 14, 2007 5:49 pm

  • KadaverJack wrote:
    Blµb wrote:Then it only works as long as the teleporter are upright... If a teleporter you walk into makes you fall outta the output entity, it wouldn't.

    That wouldn't work anyway, since the player is always standing upright.

    put the output entity below the exit tleeporter (playersize), and... remove the floor :P

    would look strange though ;) but is possible
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