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Author Topic: Dropping the flag  (Read 9306 times)
dash9
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« on: July 29, 2009, 03:29:01 AM »

Has the possibility to drop the flag been a feature of Q3?
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pulchr
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« Reply #1 on: July 29, 2009, 07:12:15 AM »

no, but it was an added feature in the threewave mod.

would be nice to have in openarena along with drop weapon.

it's in quakelive =)

but i guess it's against the rules for openarena - it changes gameplay and all that
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dash9
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« Reply #2 on: July 29, 2009, 07:32:40 AM »

no, but it was an added feature in the threewave mod.

would be nice to have in openarena along with drop weapon.

it's in quakelive =)

but i guess it's against the rules for openarena - it changes gameplay and all that
By the way.. now that QL is becoming more and more popular, and since it's considered an improved Q3 version, it would be nice if Openarena would provide a QL compatibility switch. This would change, for example, the weapons to have the same effect as in QL. Would this be possible? Is all the necessary information available? (for example the exact algorithm for how much damage the LG does depending on the distance to the target)
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feidi
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« Reply #3 on: July 29, 2009, 07:36:39 AM »

We were discussing this matter with Schlorri and he suggested adding a server-side variable g_itemsDroppable which would enable the following features:

*/drop & /dropflag commands for dropping the current weapon, and for dropping the flag.
*/kill wouldn't anymore send the flag back to base, but leave it where the player killed himself (like happens if player kills himself with a rocket).
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Falkland
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« Reply #4 on: July 29, 2009, 07:48:35 AM »

(for example the exact algorithm for how much damage the LG does depending on the distance to the target)

I've proposed this together with railgun :

- 7 - 6 - 5 hp  for LG damage at low - mid - high range
- 100 - 90 - 80 hp for RG damage at low - mid - high range

where low , mid , high range to be or statically defined or defined through a cvar ( g_Range = low_value mid_value high_value )

Or we could have range statically defined but/and tunable damage

- g_lightgunDamage low_value mid_value high_value or expressed trhough a bitmask
- g_railgunDamage <same as above>
« Last Edit: July 29, 2009, 11:13:28 AM by Falkland » Logged
cosmo
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« Reply #5 on: July 30, 2009, 12:49:25 AM »

Dropping the weapon might be a bad idea. You'll get full ammo like picking up the weapon of a dead player.

Variable LG and RG damage depending on range sounds like a good idea.
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pulchr
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« Reply #6 on: July 30, 2009, 04:33:42 AM »

Dropping the weapon might be a bad idea. You'll get full ammo like picking up the weapon of a dead player.

Variable LG and RG damage depending on range sounds like a good idea.

this is something else i would like to change. as it is now you get full ammo when you pick up a dropped weapon - imo you should only get as much ammo as it was left in the weapon when it was dropped. this would make the real weapon spawns and ammo boxes more important.
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