Float flag/anti-rust flag

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Tankie
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Float flag/anti-rust flag

Post by Tankie » Tue Jun 12, 2007 3:54 am

Not sure if this has ever been considered but I always thought a float flag would be nice. To able able to "walk on water" without sinking is good for servers that use water extensively throughout the map.

And what about that rusting problem? Tanks rust as soon as they touch water. (Is it water of sulphuric acid?) An anti-rust flag would solve the rapid oxidation problem that seems to plague most tanks.

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Grace F
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Post by Grace F » Tue Jun 12, 2007 6:59 am

A floating flag would be good to have.

The tank's jump height from the water could be a server setting. Since it depends on the structure of the map.
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Post by Saber » Tue Jun 12, 2007 11:14 pm

I would like to thief someone with that flag. I think it would be nice... for me :twisted:

Anyway, this flag will be used on some servers only. And water is here to kill you.
Just imagine a rabbit with that flag going in the corner of a map like Island Hopping. Just think about it. Only Laser would kill them.
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Peter
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Post by Peter » Tue Jun 12, 2007 11:18 pm

Unless you gave the flag a time limit.
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Spazzy McGee
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Post by Spazzy McGee » Wed Jun 13, 2007 11:33 am

What do you define as 'water' ?

The 'waterLevel' object? Many mappers prefer to make their own water out of a mesh and physics drivers, rather than use the fugly waterLevel; in which case you need to define what is water and what is not.
PETER wrote:Unless you gave the flag a time limit.
You can't time-limit good flags. Shot limit, maybe.
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Post by asciimonster » Wed Jun 13, 2007 12:00 pm

I think that with "water" he means killer surfaces (you touch it you die).

Good idea! I jumped in the brink so many times I cannot remember. :shock:

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Post by Peter » Wed Jun 13, 2007 12:53 pm

You can't time-limit good flags.
Maby we should for this one, seems like the practical thing to do.
Like saber said
Just imagine a rabbit with that flag going in the corner of a map like Island Hopping. Just think about it. Only Laser would kill them.
A time limit would stop this problem.
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Post by Spazzy McGee » Wed Jun 13, 2007 2:44 pm

asciimonster wrote:I think that with "water" he means killer surfaces (you touch it you die).
I can think of killer surfaces that aren't water.
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Post by too much loving » Wed Jun 13, 2007 4:14 pm

The following ideas are a bit far out, but hopefully somewhat inspiring and related to the thread :) Imagine flags named K1, K2, K3 and K4 (Here k means key). Now future version of bzflag could allow us to define physics objects that only work if the tank is carrying a specific key flag (or for that sake a certain other flag). Here are some examples of what could be done

physics
name kill_tanks_without_key1
death Fool, you would have survived if you had carried key number 1
disabledby K1
end

physics
name capapult_tanks_carrying_either_key1_or_sw
linear 10 0 100
angular 100 0 0
enabledby K1 SW
end

Of course it should be illegal to create a physics object containing both "disabledby" and "enabledby", and the maps should probably contain some texture with a suitable warning. I think that many large buildings would gain from a GM catapult object. It would also be fun to create physics object that barred tanks from taking certains routes while carrying team flags.

EDIT: Rereading my post the key flags are probably unnecesary. If enabledby and disabledby was implemented, then we could create a surface that killed all tanks that were not carrying the useless flag. Such a surface would behave like the idea proposed in the first post.

EDIT: Typos
Last edited by too much loving on Wed Jun 13, 2007 9:13 pm, edited 2 times in total.

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Post by TD-Linux » Wed Jun 13, 2007 5:20 pm

I think custom flags like you describe are a really good idea. Implementing them shouldn't be hard at all, either.

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Post by *Boinkage*! » Thu Jun 14, 2007 1:03 pm

Tankie
Great idea, but kinda complicated.
Would you really float, or "bob" along in the water.
The flags would be called... maybe (FO) and (AR)
too much loving
Great idea, you could bar team members from going one way wit the flag.
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Post by Macrosoft » Thu Jun 14, 2007 1:36 pm

well...it sounds like you would be able to drive on the water if you have float...
and you would sink to the bottom with anti-rust and drive along the bottom
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Grace F
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Post by Grace F » Thu Jun 14, 2007 11:42 pm

If im not mistaken WaterLevel on a map is 1. Values less than 0 turn it off. Im not sure if the Water Height can get any higher than 1 so sinking to the bottom wouldn't be possible :P But again, im probably mistaken, (im new to Hand Coding :P)

I don't think you would 'bob', but more 'glide' along it. Similar to _wingsSlideTime, if that is even an actual option :P
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Post by Tanner » Fri Jun 15, 2007 12:56 am

Grace F wrote:If im not mistaken WaterLevel on a map is 1. Values less than 0 turn it off. Im not sure if the Water Height can get any higher than 1 so sinking to the bottom wouldn't be possible :P But again, im probably mistaken, (im new to Hand Coding :P)
Water level can go as high as you want.

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Grace F
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Post by Grace F » Fri Jun 15, 2007 2:58 am

Tanner wrote:
Grace F wrote:If im not mistaken WaterLevel on a map is 1. Values less than 0 turn it off. Im not sure if the Water Height can get any higher than 1 so sinking to the bottom wouldn't be possible :P But again, im probably mistaken, (im new to Hand Coding :P)
Water level can go as high as you want.

-Tanner
Oh ok thx :) In that case sinking to the bottom is possible...
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Spazzy McGee
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Post by Spazzy McGee » Fri Jun 15, 2007 5:00 pm

IMHO, WaterLevel looks fugly.

A better idea would be to use textured meshboxes with texture matrix materials, and death physics, and you can tweak it to look nicely.

This is my patented "Rippling water"... heh.

Code: Select all

physics
  name death
  death Rusted in the water!
end

textureMatrix
  name Flow1
  shift 0.002 0.003
  spin 0.003
end

textureMatrix
  name Flow2
  shift -0.002 -0.003
  spin -0.003
end

material
  name water1
  addtexture water
  diffuse 0.7 0.7 0.8 0.5
  texmat Flow1
end

material
  name water2
  addtexture water
  diffuse 0.7 0.7 0.8 0.4
  texmat Flow2
end

meshbox
  size 400 400 6
  pos 0 0 0
  matref water1
  phydrv death
end

meshbox
  size 400 400 0.01
  pos 0 0 6
  matref water2
end
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Post by ducatiwannabe » Fri Jun 15, 2007 5:06 pm

The "float" flag or other names mentioned really wouldn't be useful as far as I can see. It would make the flag a useless flag on any server without water, in which case, it isn't really worth it. Besides, if you want water that doesn't kill, you can create it via the map. :)

Burrow is basically the same as a submarine flag anyway! :D

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