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Thread: Yoyorast Island V2 last problems

  1. #221
    Neanderthal Dwood's Avatar
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    Re: Yoyorast Island V2 last problems

    Hey Inferno how are you doing the scripts to check the players?

  2. #222
    Chris chrisk123999's Avatar
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    Re: Yoyorast Island V2 last problems

    Code:
    (global short plyrnum 0)
    
    (script continuous increase_plyrnum
    	(begin
    		(set plyrnum (+ plyrnum 1))
    	)
    )
    
    (script continuous reset_plyrnum
    	(if
    		(= (> plyrnum 15) true)
    			(begin
    				(set plyrnum 0)
    			)
    	)
    )
    This and then a trigger volume check to teleport the player. The plyrnum script makes it easier for checking players since you don't have to copy the code from 0 to 15. Instead you just put plyrnum there. I think he added a sleep 1 in there somewhere.

  3. #223

    Re: Yoyorast Island V2 last problems

    Any chance to modify weapons for race?:

    -Consider spawning sniper rifle in hard to reach places during race, or not at all (ugh I hate asking that)

    - Classic weapons enabled for race, with Weapon 1 = AR, and Weapon 2 = Pistol (many authors set default race weapon to be the plasma pistol, which sucks for hog jacking)

    - Many racers like Ghosts during race, but choose not to set the game type that way. Why? Because the ghost is only one seat. The ATV has 2 seats and can move 2 people during race, increasing the chance of winning in team race.

    Among many who still actively play CE, there are 5 active race clans who play team race. While I understand many people have been shat on by race clan admins, and hate the rules of no sniping during race - Please consider it. Not looking to debate race, or if you like it - but it should be considered based on the number of active race clans who play CE regularly who can then host your map because it appeals to them.

    On Yoyo v1, many race clans removed Yoyo from their cycle due to the ease of spawn camping, sniping, and the proximity of hogs. I think you fixed the proximity issue.

    While the Vehicle recommendations come late, and may not make it, please consider the default weapons during race as classic weapon set.

    Thanks

  4. #224

    Re: Yoyorast Island V2 last problems

    Quote Originally Posted by NerveBooger View Post
    Any chance to modify weapons for race?:

    -Consider spawning sniper rifle in hard to reach places during race, or not at all (ugh I hate asking that)

    - Classic weapons enabled for race, with Weapon 1 = AR, and Weapon 2 = Pistol (many authors set default race weapon to be the plasma pistol, which sucks for hog jacking)

    - Many racers like Ghosts during race, but choose not to set the game type that way. Why? Because the ghost is only one seat. The ATV has 2 seats and can move 2 people during race, increasing the chance of winning in team race.

    Among many who still actively play CE, there are 5 active race clans who play team race. While I understand many people have been shat on by race clan admins, and hate the rules of no sniping during race - Please consider it. Not looking to debate race, or if you like it - but it should be considered based on the number of active race clans who play CE regularly who can then host your map because it appeals to them.

    On Yoyo v1, many race clans removed Yoyo from their cycle due to the ease of spawn camping, sniping, and the proximity of hogs. I think you fixed the proximity issue.

    While the Vehicle recommendations come late, and may not make it, please consider the default weapons during race as classic weapon set.

    Thanks
    All this comes really late man, sorry.. and frankly you can't judge correctly while you just tried it since yesterday (if you tired it , I dont know)...
    Anyway, all weapons are classic during race..

    Are you saying , you dont want ghost for race mode? Ghost is not spawning at start of the lap, it's just an optional vehicle you can use if you want to finish a lap at mid way.. ATV is spwning at start.

    I concieved V1 and V2 for RACE first man, I think V1 made that race mode was played a lot in CE. Now, the new thing in V2 is that all the player spawns are at bases (no more at "way by waliking") so people will race more... but if some guys decide to snipe a bit from the towers to disturbate the race.. I think its part of the game...

  5. #225
    show up throw up Ganon's Avatar
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    Re: Yoyorast Island V2 last problems

    Quote Originally Posted by yoyorast View Post
    but if some guys decide to snipe a bit from the towers to disturbate the race.. I think its part of the game...
    qft

    If you don't want to worry about snipers, play in organized race matches and just agree to a set of rules. As far as people going into a public race server and the racefags getting butthurt about being shot out of their vehicle by people playing halo the right way, a good racer should be able to counter something as simple as a sniper. It's all part of race in a first person shooter. If you disagree, I recommend playing an actual racing game

  6. #226
    Free Kantanomo English Mobster's Avatar
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    Re: Yoyorast Island V2 last problems

    Remind me again:
    Why can't the random teleporter use netgame flags, the way normal teleporters do? You can set multiple exits to the same index, and it would randomly teleport players without any kind of scripts at all.

  7. #227
    For Gnomejas sevlag's Avatar
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    Re: Yoyorast Island V2 last problems

    so how does the mongoose handle now? never got to test last time

    anyways i have to agree with the race thing, if you cant dodge a bullet in a movign vehicle then you need to get a real racing game

  8. #228
    . .Wolf™'s Avatar
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    Re: Yoyorast Island V2 last problems

    Dont think he tested.

  9. #229
    Chris chrisk123999's Avatar
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    Re: Yoyorast Island V2 last problems

    Are you positive it will work like that?

  10. #230
    Untruely Bannable~ Inferno's Avatar
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    Re: Yoyorast Island V2 last problems

    Quote Originally Posted by English Mobster View Post
    Remind me again:
    Why can't the random teleporter use netgame flags, the way normal teleporters do? You can set multiple exits to the same index, and it would randomly teleport players without any kind of scripts at all.

    Because it's ten time more complex than a teleporter that's just random.

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