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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/02/2009 18:01:51
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Mystic
Godlike
Joined: 12/21/2004 21:36:56
Messages: 417
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makeing a turret, mainly the minigun , so it shoots threw a wall is exploiting a bug, and you need to stop,ive been trying to tell people that,and it just wont sink in,. wether you take dmg or not your shooting threw a wall. and thats exploit,
i didnt wanna make this post cause ive already gotten heavy flak fire from the unbalanced posts but ,i think this needs adressed before people start doing it in numbers,.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/03/2009 06:21:59
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Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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I am not an admin, but deliberately exploiting loopholes is considered a bannable offense. The best guide we have, apart from the admins, is this thread, which sets the general tone. Under the section of "4) No cheating" it mentions not exploiting known bugs/flaws, and about not being in areas the monsters cannot get to.
So, if you are doing this, or any other dodgy practice, and an admin considers you may be breaking the rules, you may get a permanent ban. Do you want to risk it?
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/03/2009 10:17:01
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greg11
Wicked Sick!
Joined: 02/10/2008 20:00:40
Messages: 526
Location: Hood River, OR
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How does turret fire penetrate a wall?
Are they putting blocks right in front of the turret, and the gun nozzle penetrates it? Normally the blocks get pushed out of the way once the turret rotates.
Is this a known bug?
Is it something that could be fixed?
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/03/2009 10:53:20
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Mystic
Godlike
Joined: 12/21/2004 21:36:56
Messages: 417
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just the mini gun nozzle sticks out of the wall,, no blocks needed ,,
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/03/2009 11:33:55
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Trooper
Godlike
![[Avatar]](/dcforum/images/avatar/b706835de79a2b4e80506f582af3676a.jpg)
Joined: 05/17/2008 15:32:06
Messages: 367
Location: t3h interwebz
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he means a map wall not a block wall greg.
similar note. there is an ability called hordeing that you can only get on pvp maps. it lets you hold more than 1 type of a weapon at the same time, say piercing flak and poison flak. both use the same ammo pool so if you run out of one you run out of both. however if you have an INF like a link or medic flak and you get the 2nd, its basicly inf because when you are almost out, you switch to your inf and back again and you have full ammo for it. this can also happen if someone dies and they drop their flak because they are dead and you pick it up. is this considered a bug or a feature... just to clear it up
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/03/2009 12:15:44
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Wail
Rampage
Joined: 09/20/2007 21:14:41
Messages: 183
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When you hold two of the same weapon (RPGWeapon.ModifiedWeapon) you also get Resupply applied to the weapon as many times as you have copies. On most weapons if you are holding two of the same weapon it may become infinite simply due to the multiplied resupply, no infinite needed. At a Weapon Speed of 50, my guess is that the only weapons that would not be infinite would be the Assault Rifle, Link Gun, and Minigun.
In my opinion, both of these are bugs/glitches/unintended consequences. Resupply is not meant to give players all-Infinite weapons, and Infinite weapons are not meant to be portable full-ammo chargers. On Monster Mash the Infinite weapon modifier was changed so it did not instantly max out your ammunition but only refills up to a certain amount (to minimize the impact of this issue). The Infinite weapon switch exploit was particularly problematic since [on Monster Mash] the Max Ammo Bonus is set a tad high, so high level players could instantly restore multiple times more ammunition than other players (hundreds - thousands of rounds).
I am not sure if newer versions of DruidsRPG do anything about this, but in Druids200 when a player disconnects it is possible for another player to pick up the weapon. This occurs regardless of whether or not the Hoarding ability is enabled, and I know that many people use this to acquire multiple copies of the same weapon.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/03/2009 13:46:09
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tgroombr
Dominating
![[Avatar]](/dcforum/images/avatar/959a557f5f6beb411fd954f3f34b21c3.png)
Joined: 11/26/2006 15:05:26
Messages: 211
Location: The Invasion Vault
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Thank you for the reply Szlat, I'll admit to doing this knowing that it was an exploit, but didn't know if it was a banable offense. Knowing the reply, you posted, I will no longer continue to do this. I have noticed that when attempting this exploit in some other maps, it will only work next to static meshes. Maybe expanding the radius of which the item will say there is no room, or maybe tweaking it to have conflict with static meshes, this could be fixed. Quick notes, if they were not posted. The turret is still susceptible for damage from incoming projectiles, its just that since an AI wants to attack a pawn from its Pivot, the turret nozzle is not a likely target even though some monsters will still try to attack it.
My dearest apologies for exploiting.
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TonyTheSlayer - Medic
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TonyTheAssassin - Weapons Master
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Watch out for Rage Rocks Of Infinity +2865196826982165 (No Self-Damage) *
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/03/2009 14:10:24
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FodderFigure
Wicked Sick!
Joined: 03/31/2005 17:04:57
Messages: 508
Location: Northern Indiana
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tgroombr wrote:
..... I'll admit to doing this knowing that it was an exploit......
Wow, this statement is very concerning. If you were asked not to do it then you shouldn't.
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You mean I really am important? How I feel when I'm drunk is correct?
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/03/2009 21:34:39
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greg11
Wicked Sick!
Joined: 02/10/2008 20:00:40
Messages: 526
Location: Hood River, OR
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Why doesn't the OB message occur in this case? I get the OB message whenever there are no monsters around.
Sometimes I try and get creative with turret placements, and will put turrets on ledges...like tgroombr pointed out, there doesn't seem to be a horizontal area check and part of the turret goes in the wall. I wouldn't consider it an exploit though, because I am not using the wall as protection, and I can still be attacked. The advantage is the vantage point. The downside to doing this is that when a turret is too close to a wall, I usually find myself in a position where I cannot get out. Iif the turret gets destroyed, my eject wont work and I die. I have found that if I suicide in those cases, I sometimes respawn (even without ghost).
My original point though is that the OB message seems a little sensitive when in vehicles and turrets, and sometimes seems to happen while I am being attacked.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/04/2009 13:52:36
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tgroombr
Dominating
![[Avatar]](/dcforum/images/avatar/959a557f5f6beb411fd954f3f34b21c3.png)
Joined: 11/26/2006 15:05:26
Messages: 211
Location: The Invasion Vault
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Maybe if the OB checks the proximity of another BSP actor like a brush or a static mesh then it would easily be able to determine if the player is out of bounds or not even when the pivot of the turret is not in the wall but very close to it. The OB could use a serious update regarding places that are out of bounds and places that are obviously not. I have noticed that sometimes in tight spaces when a sentinel of some sort is in the center of the area, it will consider you out of bounds. Does this a lot in the Corn Silo of KillBillyBarn when someone deploys a lighting sentinel directly on the flak cannon.
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TonyTheSlayer - Medic
TonyTheSlayaneer - Engineer ( Of Course )
TonyTheAssassin - Weapons Master
TonyTheSlaughter - Junkie
Watch out for Rage Rocks Of Infinity +2865196826982165 (No Self-Damage) *
My Skin: http://skincity.beyondunreal.com/?section=models&action=show_infos&id=487 |
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