Author |
Message |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/14/2008 02:06:56
|
greg11
Wicked Sick!
Joined: 02/10/2008 20:00:40
Messages: 526
Location: Hood River, OR
Offline
|
I think maybe this should be a block arrangement engineers should be able to do.
Would Count_d'Bricks be an example of irony?
|
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/14/2008 02:11:34
|
greg11
Wicked Sick!
Joined: 02/10/2008 20:00:40
Messages: 526
Location: Hood River, OR
Offline
|
While I'm looking at screenshots:
|
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/14/2008 07:00:57
|
Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
Offline
|
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.
|
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/14/2008 09:42:48
|
Spike
Wicked Sick!
Joined: 01/05/2005 07:50:20
Messages: 636
Offline
|
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.
|
"Not all those who wander are lost" -J.R.R.Tolkien |
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/14/2008 09:56:06
|
greg11
Wicked Sick!
Joined: 02/10/2008 20:00:40
Messages: 526
Location: Hood River, OR
Offline
|
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?
|
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/14/2008 13:30:52
|
Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
Offline
|
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.
|
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/14/2008 22:14:17
|
greg11
Wicked Sick!
Joined: 02/10/2008 20:00:40
Messages: 526
Location: Hood River, OR
Offline
|
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.
|
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/14/2008 22:37:15
|
Trooper
Godlike
![[Avatar]](/dcforum/images/avatar/b706835de79a2b4e80506f582af3676a.jpg)
Joined: 05/17/2008 15:32:06
Messages: 367
Location: t3h interwebz
Offline
|
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
|
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 06/15/2008 15:21:58
|
Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
Offline
|
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.
|
|
 |
|