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Flag: RPG? (And short range and long range and slow reload)

Posted: Sun Aug 12, 2007 3:33 pm
by *Boinkage*!
I've been thinking about a flag that might not take much to do. It is simply a guided missile, with a shorter range, that explodes with a shockwave (small) at the moment of impact (or when it's range runs out)
It would be:
(RpG): This flag tracks targets, exploding in a blast radius. Short range
And that gives me an idea for a bad flag...
(Short range): Your shot range is halved.
And a good flag...
(Long Range):Your shot range is doubled.
and a bad flag...lol.
(SLow reload):It takes twice as long to reload.

Posted: Sun Aug 12, 2007 3:54 pm
by Spazzy McGee
Similar ideas to the homing SW have been widely discussed and rejected in the past.

IIRC, long reload has been approved by Tim Riker - don't expect it any time soon. We already have short reload - it's Rapid Fire. Rapid Fire and Machine Gun already lower range.

Posted: Sun Aug 12, 2007 4:37 pm
by CannonBallGuy

Posted: Sun Aug 12, 2007 7:53 pm
by *Boinkage*!
Spazzy Mcgee wrote:Similar ideas to the homing SW have been widely discussed and rejected in the past.

IIRC, long reload has been approved by Tim Riker - don't expect it any time soon. We already have short reload - it's Rapid Fire. Rapid Fire and Machine Gun already lower range.
I mean SLOW, not SHORT.
EDIT: I see there is long reload, but there isnt simply half range as a bad flag

Posted: Sun Aug 19, 2007 9:10 am
by Saber
Most of these flags are the same thing or alredy exist. There is a formula used for shot range, speed and reload time. IIRC, it's shotSpeed*reloadTime=shotRange
Lower reload time means lowed shot range (rapid fire and machine gun). A long reload flag would be the same as a long range flag but you said one was good and the other was bad :?

Posted: Sun Aug 19, 2007 2:34 pm
by gnu-sense
You could probably do the homing SW with a server plugin that explodes a SW world weapon on GM (or other flag) impact, but you would be limited in having one radius for SW and homing versions. And people would really hate campers, which they do already, but maybe even more.

Posted: Mon Aug 20, 2007 3:03 pm
by *Boinkage*!
I already figured that on a 100x100 map, you need 100,000 ww points, and because the shots are client side, not server side, and the server doesn't "know" actually where a bullet is. It knows shot and hit. And if you had the clients download the areas, a cheater would make them all go off every time a GM hit...

Posted: Mon Aug 20, 2007 3:53 pm
by blast
*Boinkage*! wrote:I already figured that on a 100x100 map, you need 100,000 ww points, and because the shots are client side, not server side, and the server doesn't "know" actually where a bullet is. It knows shot and hit. And if you had the clients download the areas, a cheater would make them all go off every time a GM hit...
Actually, you don't have to place world weapons if you're going to use a plugin. The plugin can fire a world weapon where it wants.

You are right that the server does not know for sure where the bullets end up. It does not keep a full shot state yet.

In regards to a cheater, they would not be able to trigger all of the world weapons. World weapons are processed and triggered by the server itself.

Posted: Tue Aug 21, 2007 7:49 pm
by *Boinkage*!
blast

I mean that they could make the "hit" on a gm register all over the map.
A full shot state would laggggggggggggggggggggggggggggggggggggggggggg(You get the point)[/b]

Posted: Tue Aug 21, 2007 7:56 pm
by JeffM
shot states and tracking on the server add no lag, just a small increase in the already small CPU usage of the server.

Posted: Tue Aug 21, 2007 8:44 pm
by blast
*Boinkage*!, you need to do a little research next time.