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Zombie Master
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Trouble in Terrorist Town
| Topic:
Teleporter ideas
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Topic: Teleporter ideas (Read 5059 times)
Rectal Exambot
Poster
Posts: 166
«
on:
October 16, 2010, 11:44:36 PM »
How bout the teleporter for the traitor does the following:
If when teleporting there is someone that is to be telefragged, then instead of just killing him either:
a) The victim dies and the corpse is teleported back to where the traitor teleported from.
b) [Silly] Due to the unlikely nature of telefragging... If you teleport inside of someone they cease to exist, dieing leaving no evidence
Also since detectives got the teleporter I have seen 2 rounds in which 2 traitors were killed by a detective going TELEFRAG either by accident or on purpose. Perhaps the detectives teleporter can't teleport if someone is on the other end? (Yes I realise I play on a server full of douchebags)
Copper :D
Poster
Posts: 22
«
Reply #1 on:
October 17, 2010, 01:36:46 AM »
I think that when you leave a teleporter all destructable props should be destroyed, and weapons/items don't cause a telefrag.
Silverstream
Poster
Posts: 174
Project Suburb Developer
«
Reply #2 on:
October 17, 2010, 02:49:49 AM »
Quote from: Copper :D on October 17, 2010, 01:36:46 AM
I think that when you leave a teleporter all destructible props should be destroyed, and weapons/items don't cause a telefrag.
Agreed. I believe spectator props as well as props positioned by players should not determine whether a teleporting player should be killed, let alone a traitor attempting to escape from crime scene.
Instead, how about a small pop-up indicating the location is blocked? "eg:
Teleporting failed, location is obstructed!
"
It would help.
Rectal Exambot
Poster
Posts: 166
«
Reply #3 on:
October 17, 2010, 03:09:30 AM »
I liked that if you saw a teleporter mark on the ground you could put a prop there and it could get them killed.
Also I hate how if you place a health station on the lostTemple level at the bottom of the pits you got people killed....
JossiRossi
Build Tester
Posts: 2351
Now touching you ever so slightly less.
«
Reply #4 on:
October 17, 2010, 05:34:05 AM »
If you keep reusing a teleport spot you only have yourself to blame for specs or players placing props on the scorch marks.
Get off my lawn you rotten kids!
Quote from: Shambie on
Nah, he's just being 'correct'. It's just JossiRossi's way of dealing with it.
Indy Game News: Thanks For Playing.
Bad King Urgrain
Administrator
Posts: 12276
«
Reply #5 on:
October 17, 2010, 08:07:59 AM »
Reusing a teleport spot isn't a good idea, but getting killed that way through spectator influence is harsh, blocking the teleport would be bad enough.
I think I'll make props block the teleport, and add a cvar that determines whether players get telefragged or block it as well.
Meta-Stick
Poster
Posts: 481
it contains, a daisy box
«
Reply #6 on:
October 17, 2010, 12:19:05 PM »
How does that get people killed on the temple? Are they jumping into the pits to get healed?
Quote from: GlobalEnjoi on
Just grab some bottles and stick them in girls...
Darkebrz
Poster
Posts: 189
«
Reply #7 on:
October 17, 2010, 02:38:37 PM »
Quote from: Meta-Stick on October 17, 2010, 12:19:05 PM
How does that get people killed on the temple? Are they jumping into the pits to get healed?
There are little water puddles that people fall into when they go through the pits in the ground (like in traitor rooms, but there are 2 others.) Props are blocking from going in, but you can still put a health station there.
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Trouble in Terrorist Town
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Teleporter ideas
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