Just a couple of ideas

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TSA
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Just a couple of ideas

Post by TSA »

First off, great work guys, ChaosUT makes the game more interesting. I have been using ChaosUT for the last 4 lan parties we have had. I have a couple of small ideas that we came up with after playing for a while.

1. Spawn protection is a good thing, but if the player decides to come out of a spawn fighting, the spawn protection would drop. Possibly a server setting?

2. It would be great if the rocket launcher could be a little more responsive to the laser aiming dot.

Also, just a question, when using a grenade launcher with napalm grenades, if the grenade strikes the player, it pushes them away from the napalm, this also happens with the poison grenades. Is this because of the physics?
R.Flagg
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Post by R.Flagg »

Hi

For now anyway, I can tell you that #1 is intentional, for Epic's code and ours. The idea is to balance the protection.

For example, in Chaos for UT, I could fight my way towards your CTF base, and kill you right outside the door. Many times, you would then spawn inside the base, practically right in front of me, or even meeting me at your flag, and then you were invincible. You could kill me, but nothing I could do would drop you. At least for those 3 to 5 to whatever seconds. Which of course, is all it takes.

This way, you are protected (mostly) from spawn campers, but you are not free to be in God mode for a few seconds. Fire your weapon and you are free game.
Shadowstar
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Post by Shadowstar »

The idea with the grenade is, I believe, that the grenades contain a lot of pressurized air, and when they explode they throw everything right near them away at high velocity. Physics-wise this doesn't make a hell of a lot of sense to me (at least not in the way it's implemented in the game) but I've just kinda gone along with it cuz I don't care that much. Blow the grenade right above them or in thier path and it will still catch them. If you hit them right on, it will damage them but it may not poison/burn them...

::shrug::
jb
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Post by jb »

Hi there,

what did you mean about #2)?

The strong push from the Grenades is probably left over code. Our grenades were made from a subclass of Epics. I never changed the Momentum var on ours so its the same as what DE/Epic used...
Jb
Swift Viper
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Post by Swift Viper »

I think Respawn Protection lasts even when they do attack, at least on bots. I hate it when I run into a protection player and they kill me without any way of firing back and no I'm not spawn killing, I just happen to run by them. In Epic's protection, it wears off as soon as you shoot. Also in ChaosUT, the respawn protection would not save you from self damage, does it do the same thing in ChaosUT2? IMO it can stop someone from firing a rocket or something right next to you.
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jeditobe1
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Post by jeditobe1 »

It wears out as soon as they shoot. Ive had a bot running at me with spawn protection, and ill just wait until they fire off a shot before i bother trying to hit them.

At one point i think i even reported it as a minor bug that bots would fire at anything that moved as soon as they spawned and therefore give up their protection.
I make Darth Vader look like a teenage punk with a lightsaber.
Corvus|CL
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Post by Corvus|CL »

Use superbots mutator... they handle the spawn protection better ;)
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TSA
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Post by TSA »

jb wrote:Hi there,

what did you mean about #2)?
I'll try to give an example - In an open area, fire a rocket into the air then try to bring it down onto an object in front of you (not right at your feet), it seems that you need a good deal of distance to control it.

Just to clarify - Im just submitting some ideas for an already outstanding mod.
Auraka
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Re: Just a couple of ideas

Post by Auraka »

1. Spawn protection is a good thing, but if the player decides to come out of a spawn fighting, the spawn protection would drop. Possibly a server setting?
What he's saying is bot protection doesn't seem to drop after they fire a shot, giving them an unfair advantage just after a spawn. If a player spawns and runs, protection should stay on until it times out. Should he, or a bot fire, it drops immediately.
2. It would be great if the rocket launcher could be a little more responsive to the laser aiming dot.
Rocket response seems sluggish. Can it be coded to be more responsive, i.e. more Half-Life like?
Also, just a question, when using a grenade launcher with napalm grenades, if the grenade strikes the player, it pushes them away from the napalm, this also happens with the poison grenades.
Instead of pushing them away, we'd like to see a direct hit coat the player in napalm, leaving them "fully involved".
jb
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Re: Just a couple of ideas

Post by jb »

Auraka wrote: What he's saying is bot protection doesn't seem to drop after they fire a shot, giving them an unfair advantage just after a spawn. If a player spawns and runs, protection should stay on until it times out. Should he, or a bot fire, it drops immediately.
In our testing bots bots and player lost spawn protection as soon as they shoot. If your not seeing this than it could be a bug. If thats the case we may need more info in order to set up a case were wer can see this.

Rocket response seems sluggish. Can it be coded to be more responsive, i.e. more Half-Life like?
Right now the code is using the same code Epic does for their guided launcher. Its check each tick to see if it need to change its direction. We can look into it.

Instead of pushing them away, we'd like to see a direct hit coat the player in napalm, leaving them "fully involved".
Hmmm Can look into that as well.
Jb
Auraka
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Post by Auraka »

I pretty much expected your team used as much Epic code as possible, and note that we are enjoying CUT2, you guys have done a terrific job. As a few others have already stated, I also became bored with Epic's version quickly. CUT2 has been a breath of new life into the game for me(us) and made it fun to play. It's also refreshing to see the development team be so open to ideas. Hats off to all of you.

The thing that doesn't fit with the napalm grenade and Epic's coded "push" is in Epic, the push is a result of explosive force(the grenade blowing up). I'd think a napalm or poison round would hit and break open rather than outright exploding, coating the player and surrounding at say a 50% split each.

Really, I've got very few other weapon gripes and of those you seem to be already working on solutions(CUTRocket crosshairs, sniper crosshairs, etc). We'd like to see a scoped crossbow, but hey, you can't have everything.

BTW really looking forward to Assault and LinkGun replacements.
Omega9
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Post by Omega9 »

With the crossbow, instead of having the secondary fire fire automatically when it has 5 bolts loaded or a full power single arrow, would it be possible to have some kind of audible warning to let you know it was fully charged?

Maybe something like 3 beeps over 1 - 1.5 secs, and on the third beep it fires as before.

The reason for this is that it can be distracting to aim at your target and watch the power bar/number of bolts loaded in when chasing someone down
TSA
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Post by TSA »

Auraka wrote:We'd like to see a scoped crossbow, but hey, you can't have everything.
I'll agree with this also, although multiple arrows have their place, if the crossbow were scoped that would make a great tool for dealing with campers who are sitting at a distance. You can make it a weapon option, it doesnt have to be default, but available -- 2 or 3 poison arrows and what do you have... a chalk outline!
jb
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Post by jb »

Way back we were trying to decide on how to handle the xbow. We wanted to enhace what we did from the older CUT. We also had a scoped sniper and at that time a scoped ERDW. So we felt a scoped bow was a bit too much and went for the mutli vrs charged arrrow approch... I know we kind of miss it. Maybe some day we can have a new xbow with a scope.....
Jb
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