View Full Version : telefraged
ghillie
24th Feb 2000, 01:19 AM
I was reading another post and that promted a question that wasn't addressed in the roadmap. With all the alterations to UT that will be made when playing INF will you eliminate the ability to get telefraged? I can't begin to tell you how annoying it is to play a map like DM-matrixed and get telefraged twice and blown to bits by an enhanced shock rifle once BEFORE even getting a chance to walk a foot from where I spawned in the game.
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"There is no spoon"
thornz
24th Feb 2000, 07:03 PM
thats something that definitely needs to be addressed, but the spawning in the first place is based on being "teleported" in, which isnt exactly realistic unless no one sees it (we all respawn in a different locker? or get creative, a different casket? How about DM-Sintstation a different object, like gas pump or slushie machine?. Also the unreal engine (i'm assuming) doesnt allow 2 objects of any kind to be in the same space at the same time. The solution? Well, with inanimate objects the situation won't occur, and with people just blow one up.
I'm interested in knowing how this will be addressed.
RegularX
24th Feb 2000, 07:07 PM
Not telefragging on spawning is simply a matter of making sure you have enough player spawn points to handle more than your ideal load.
The enhanced shock rifle just shouldn't be there in DM-Matrixed as an INF map.
I agree though, it would be interesting to try and circumvent the teleporting style of it. Phone booths. We all walk out of phone booths /infopop/emoticons/icon_smile.gif
Mr. T
25th Feb 2000, 12:31 AM
This suggestion should be moved to suggestions. You know, since it's a suggestion. Hey, this suggestion is a good suggestion too. Say suggestion 5 times real fast.
thornz
25th Feb 2000, 12:45 AM
suggestion suggestion sugguestion suggestion suggestion
I fail to see the sport in it
Warren
25th Feb 2000, 05:09 AM
We'll probably do something like simply taking out the fancy swirls and sparks or make it like you're opening your eyes and you're there http://dynamic.gamespy.com/~unreal/modcentral/html/sarcblink.gif won't be anything increadible- that's for the level designers to do, though we will offer little bits of code help, like parachuting in, etc..
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Warren
Project Coordinator
i n f i l t r a t i o n
http://www.planetunreal.com/infiltration
Questions? Check out our Roadmap (http://www.planetunreal.com/infiltration/roadmap.htm).
Then check out our FAQ (http://www.planetunreal.com/infiltration/3.0/faq.htm).
thornz
25th Feb 2000, 06:35 PM
you could just make the screen fade in, from black y'know?
as for entry, as long as the people never see where you come from (since the spawn points are so scattered) well, then it's ok.
you could probably just drop people down ventilation ducts and stuff, also.
Billdog
28th Feb 2000, 02:58 AM
Don't talk about phone booths, you know what happens if Neo hear it. /infopop/emoticons\icon_wink.gif
We could work the spawn out as in the board game Robo Rally. When more than one of the participants spawn in the same location they start as virtual, that can't affect any other player only the world. In this case if you spawn into another you start like a walking ghost until you're out of each other.
INF_Neo
28th Feb 2000, 10:26 AM
/infopop/emoticons/icon_smile.gif
disturbed
28th Feb 2000, 09:16 PM
Wow. Neo's got more posts than Billdog. Never thought I'd live to see that.
I think it should be customary for map makers to put in little intro sequences into the maps. Things like a chopper dropping below radar level and unloading all the toops. Stuff like that would really make a map stand out.
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Jon Merriman
The Research Center
http://rc.gamersreality.com/
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