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spawn inv
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Topic: spawn inv (Read 1837 times)
peewee_RotA
Brobdingnagian Member
Posts: 4152
Hi, I'm from the gov'ment and I'm here to help you
Rated:
spawn inv
«
on:
January 25, 2009, 04:12:11 PM »
Hey quadz. I remember you mentioning adding in the spawn invincibility because of a brief period in which players are held in place after spawning or teleporting. I was reminded of this while reading this old old Ninja of Comp tut. (
http://webadvisor.aupr.edu/noc/Othertutorials/AllOtherTuts/Held%20in%20the%20teleport.htm
)
I'm sure there's a good reason for adding the inv time instead of setting the self->client->ps.pmove.pm_time = 0; I'm just curious what it is.
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GOTO ROTAMODS (rocketgib)
GOTO ROTAMAPS (fireworks)
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Brobdingnagian Member
Posts: 4518
"Man, this is the way to travel," said my attorney
Rated:
Re: spawn inv
«
Reply #1 on:
January 25, 2009, 04:59:54 PM »
I'd added the spawn protect to counteract some players on vanilla who, when the server was really crowded, were hitting the fraglimit just by crouching behind a spawn point with the ssg.
I didn't consider the trade-offs between spawn protect vs. the "hold in place" time.
It seems reasonable to me that the "hold in place" could be disabled for respawns. I wouldn't think it should be removed for teleporters, though, as I think that's part of the risk for using a tele.
Regards,
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Jay Dolan
Swanky Member
Posts: 644
Rated:
Re: spawn inv
«
Reply #2 on:
January 26, 2009, 06:25:03 PM »
Q3A has a much lower teleporter holding time than Q2. For Q2W, I removed the holding time (or set it to like 4ms or something low), and also maintained most of the client's horizontal velocity through the teleporter. This allows players to make "surprise attacks" by flying through teles. It's kind of fun.
«
Last Edit: January 27, 2009, 12:24:01 PM by Jay Dolan
»
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