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Forum Index -> UT2004 DisastrousConsequences.com
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greg11

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Joined: 02/10/2008 20:00:40
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I think maybe this should be a block arrangement engineers should be able to do.

Would Count_d'Bricks be an example of irony?
greg11

Wicked Sick!

Joined: 02/10/2008 20:00:40
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While I'm looking at screenshots:

Szlat

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greg11 wrote:
I think maybe this should be a block arrangement engineers should be able to do. 
When I was composing the different block arrangements, I did think about staircases. However,
  • I wasn't convinced they would be much use. A translocator is much faster to go up.
  • It is possible to not have the translocator on some game types. In this case, if an engineer can create a staircase, it may make the game very unfair.
    So, on balance I decided not to. However, it is not a big job if it is really required?
    The arrangements I did were just sample arrangements that occurred to me at the time. If other people give me arrangements they want, I can always code them.
  • Spike

    Wicked Sick!

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    wall and curved wall but only one block tall would be nice - the second (or third) blocks keep the turret from shooting anything near. It would be nice to have the option since typically we end up telefragging the second row of blocks.

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    greg11

    Wicked Sick!

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    wall and curved wall but only one block tall would be nice - the second (or third) blocks keep the turret from shooting anything near. It would be nice to have the option since typically we end up telefragging the second row of blocks. 

    It would be nice, but if we have too many options it will take forever to go through them all.
    The only reason to use the one block tall stuff is for movement barriers, I feel that building barriers like this is best done one block at a time...this way you can space them out more. if you are short on time, use the small blocks.


    Szlat, why do the large blocks disappear when you crouch near them but the small ones don't?

    Szlat

    Wicked Sick!

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    greg11 wrote:
    Szlat, why do the large blocks disappear when you crouch near them but the small ones don't? 
    No idea. I suppose if you stacked two small blocks on top of each other, then crouched, the top one may disappear?
    The "disappearing on crouch" isn't something I deliberately added. So I am not sure why it happens. Something in UT doesn't like 2 things being in the same space? If one has to go, then it has to be the block rather than the player.
    I know it is pretty annoying when you have bots on because they always seem to crouch next to the block.
    greg11

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    Szlat wrote:
    No idea. I suppose if you stacked two small blocks on top of each other, then crouched, the top one may disappear?
    The "disappearing on crouch" isn't something I deliberately added. So I am not sure why it happens. Something in UT doesn't like 2 things being in the same space? If one has to go, then it has to be the block rather than the player. 

    Is the issue with pickup up artifacts a similar issue?


    I know it is pretty annoying when you have bots on because they always seem to crouch next to the block. 

    no the annoying thing with the bots is their ultima when real players join...do you think there could be a check on ultima: if bot then return (no ultima for bots)

    Sorry if it seems like I have been nit picking on your work...you are doing an amazing job.
    Trooper

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    Szlat wrote:

    greg11 wrote:
    I think maybe this should be a block arrangement engineers should be able to do. 
    When I was composing the different block arrangements, I did think about staircases. However,
  • I wasn't convinced they would be much use. A translocator is much faster to go up.
  • It is possible to not have the translocator on some game types. In this case, if an engineer can create a staircase, it may make the game very unfair.
    So, on balance I decided not to. However, it is not a big job if it is really required?
    The arrangements I did were just sample arrangements that occurred to me at the time. If other people give me arrangements they want, I can always code them. 


  • can't spawn something without a trans though.... so that doesn't even make sense
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    Szlat

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    Trooper wrote:
    can't spawn something without a trans though.... so that doesn't even make sense 
    If the game has the translocator disabled, then Engineers get given an "Engineers Translocator", which they can use to build things but not to translocate.
     
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