[Logo]
 
  [Search] Search   [Recent Topics] Recent Topics   [Members]  Member Listing   [Groups] Back to home page 
[Register] Register / 
[Login] Login 
Locking Turrets  XML
Forum Index -> Druids RPG Go to Page: Previous  1, 2, 3, 4
Author Message
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
Offline

Why not lock the turret?
Danny

Killing Spree

Joined: 07/05/2011 09:38:39
Messages: 43
Location: AZ
Offline

searched for the past 20 minutes, where would information be on locking turrets? searched the entire keybind post with not one mention of locking a turret.

EM - cancer MM - nx2k WM - 91/30 GM - JEB
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
Offline

Earlier in this thread, or in this thread. But I agree it isn't as clear as it could be.

Just bind a key to the command "Lock", and another key to "Unlock". Then look at the turret and press the lock key.
TON80

Rampage
[Avatar]

Joined: 06/25/2006 01:02:22
Messages: 116
Location: ARIZONA
Offline

Szlat wrote:
Why not lock the turret? 
It lacks the smug satisfaction of launching an intruder 20 feet in the air. And only takes up 1 valuable keybind. Can't we have a lock and an eject?



It’s hard being a Medic and a drunk, but I try to keep my XP near my BAC
(DC)DEMONSLAYER

Wicked Sick!
[Avatar]

Joined: 03/18/2006 12:10:27
Messages: 2151
Location: Colorful Colorado
Offline

TON80 wrote:

Szlat wrote:
Why not lock the turret? 
It lacks the smug satisfaction of launching an intruder 20 feet in the air. And only takes up 1 valuable keybind. Can't we have a lock and an eject? 



Let us not fool ourselves into thinking we went to the Moon because we are pioneers, or discoverers, or adventurers. We went to the Moon because it was the militaristically expedient thing to do. Neil deGrasse Tyson

Every job is a self-portrait of the person who did it....Autograph your work with excellence. Author Unknown

UT2004
LW-DEMONSLAYER-ACTIVE
LM-DEMONMEDIC-ACTIVE
LA-DEMONMAGIC-ACTIVE
LE-DEMONEER-ACTIVE
LG-DEMONJACK-ACTIVE

UT3
LW-DEMONSLAYERII
LM-KNIGHTMAGIC

My skin is Graah, a reincarnation of an ancient African warrior mixed with the soul of a lion,
download: http://www.disastrousconsequences.com/dcforum/posts/list/2843.page
[Email] [Yahoo!] [MSN]
Danny

Killing Spree

Joined: 07/05/2011 09:38:39
Messages: 43
Location: AZ
Offline

heh, although launching them is fun, i personally prefered it because if someone is in your turret and does not get out, you don't have to wait until enough kick votes happen to knock them out of server. when we had eject it was simple, they didn't heed our command to exit the turret, we could force them out.

EM - cancer MM - nx2k WM - 91/30 GM - JEB
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
Offline

But with the lock, you spawn the turret, lock it, and then no-one else can get in. So you don't need to worry about ejecting people or kick-voting. Because they can't get in.

You can hop out, pick up a DD, and hop back in again with no worries.

And according to the post I made, because you have the option of locking things you don't want people in, by default if it isn't locked you are saying you want people to use it. So lock things you want for personal use, don't lock things you want to share. But if you haven't locked it, don't start placing kick votes - it's your fault not theirs!

The presumption is that this is a team game, and people want to share good things.
dom60

Wicked Sick!

Joined: 09/30/2006 16:10:39
Messages: 931
Location: NorCal is currant home
Offline

ahhhh but what about the noob who sees it as you spawn it and jumps right into before you have a chance to do anything. and i have to admit that had never did the key bind for eject ...barely knew it was in use lol. so now i need to bind lock, altho launching them sounds fun >

I may be getting old and falling apart but I can sure can raise Hell and have fun doing it!
(DC)DEMONSLAYER

Wicked Sick!
[Avatar]

Joined: 03/18/2006 12:10:27
Messages: 2151
Location: Colorful Colorado
Offline

The whole issue is that of programming logic/time/space. Szlat is correct in his statements that he made in response to your questions. To have both a lock and an eject is redundant and unnessary. If you have a problem with other players jumping into turrets and vehicles, first address the issue with that player and then with me.

My suggestion, for what it's worth, is to lock the item as soon as it's spawned and before healing it up. If you need help with the key bind, ask for it. Eject really never did work that well, however much fun it is to watch the offending player go flying.

As to the kick vote, other players have to be made aware of the situation prior to the kick vote. Otherwise, they may not know and decline to vote. If I'm on at the time, I will, of course, take care of the matter.

Let us not fool ourselves into thinking we went to the Moon because we are pioneers, or discoverers, or adventurers. We went to the Moon because it was the militaristically expedient thing to do. Neil deGrasse Tyson

Every job is a self-portrait of the person who did it....Autograph your work with excellence. Author Unknown

UT2004
LW-DEMONSLAYER-ACTIVE
LM-DEMONMEDIC-ACTIVE
LA-DEMONMAGIC-ACTIVE
LE-DEMONEER-ACTIVE
LG-DEMONJACK-ACTIVE

UT3
LW-DEMONSLAYERII
LM-KNIGHTMAGIC

My skin is Graah, a reincarnation of an ancient African warrior mixed with the soul of a lion,
download: http://www.disastrousconsequences.com/dcforum/posts/list/2843.page
[Email] [Yahoo!] [MSN]
 
Forum Index -> Druids RPG Go to Page: Previous  1, 2, 3, 4
Go to: