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map bug-er-rific

by SirLiveAlot on 05/04/2002 17:34, 28 messages, last message: 08/10/2006 00:25, 5134 views, last view: 05/17/2024 19:02

There is a problem with doors in multiplayer.. If one person gets a dorrk and walk thought the 2nd person who hasn't got the switch sees the first person walkinf through a wall. I hope that made sense:-)

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#1: were you drunk when you wrote that?

by pushplay on 05/04/2002 22:25

The problem is that on a server, when person A triggers a switch, it changes the state of the map for A, but not for person B, which is what we would like to see.

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#2: doors...

by Aardappel on 05/06/2002 02:06

currently don't work at all in multiplayer (because there is no coop sp yet... don't tell me you want triggers in dm :)

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#3: Re: doors...

by pushplay on 05/06/2002 08:00, refers to #2

yep :)

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#4: ..

by SirLiveAlot on 05/06/2002 23:56

Ohh yea

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#5: Absolutely.

by djRobbieF on 07/23/2006 20:29

I *absolutely* want triggers in DM. Doors are one thing, but I would love to be able to have triggered music, and special features like traps (Player A pushes a button, which causes the ground to fall out from beneath Player B). I mean, I want it to be similar to the old Unreal Tournament GOTY style DM.

Is this feature ever going to be implemented? Has anyone been able to modify the source to make it work well?

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#6: Re: Absolutely.

by Pxtl on 07/25/2006 04:15, refers to #5

A problem with deathtrap-triggers I've seen in most games is that assigning the frag is impossible. Abuse had a wonderful map full of deathtraps, but it was only good in 1v1 because otherwise you just cost some random player a frag instead of giving yourself one. Some games keep track of who set the killing trigger but that makes a nightmare of coding.

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#7: Re: Absolutely.

by djRobbieF on 07/25/2006 04:38, refers to #6

Hmm, bummer. I know Unreal Tournament GOTY had it right; there are some awesome triggers in that. I've never thought to look at who got the frag though; but I'm pretty sure it always said I fragged so and so when I pushed the trigger.

Certainly would be a NICE feature, even if it is a hard thing to code.

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#8: Re: Absolutely.

by shadow,516 on 07/25/2006 06:41, refers to #7

UT had it PERFECT IMHO (With regard to frags anyways). for instance, if you shot someone with a rocket in UT, and they fell off a cliff or something, it would count as a frag for you instead of a suicide. Not sure how they did it, but its pretty sweet.

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#9: ..

by SkAzZ on 07/26/2006 17:55

in UT its got a "last person shot" for a cirten amount of seconds, so that if anything happends to that person who HAS been shot in thoes seconds will count as a kill to the last person who shot him.

I hope that made sense.. made more than 1st post i think :D

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#10: Re: ..

by djRobbieF on 07/26/2006 21:10, refers to #9

Hmmm... interesting indeed! Anyone able to implament this kinda thing into Sauer?

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#11: Re: ..

by Pxtl on 07/26/2006 23:24, refers to #10

The problem is that the "knock off" damage would still not help for deathtraps. Let's say we have a switch that opens a hole in the floor under player X - then there's no impact to use for the "impact score". At that point your score calculation becomes more and more complex, defeating the simplistic goals of Aard.

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#12: Re: ..

by Quin on 07/27/2006 15:35, refers to #11

The trigger would activate a region which would clear a space of cubes, and anything directly above that point would get the tag of the person hitting the trigger?

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#13: ..

by SanHolo on 07/27/2006 17:54

Hmmm. The game for example knows, who shot the grenades; couldn't the same mechanism be used to traps? Triggering a trigger "shoots" a trap, and whoever walks in gets damage from the trap the other player "shot" off?

What I like is being able to see how much damage I made to someone. Couldn't this score appear in the playerlist? I'd really like to see that.

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#14: Re: ..

by djRobbieF on 07/27/2006 19:49, refers to #13

You've got my vote for this feature, too. It can make the game so much more intense.

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#15: ..

by SimMarine on 07/29/2006 02:34

I am actually using the idea of having triggers activate separately for players, but that's only because my map isn't exactly the deathmatch type. I'd hate to rework my map a bit if the triggers would apply to all players, but it'd also open up lots of new ideas for mappers in general. So, I'm fine either way.

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#16: Re: ..

by djRobbieF on 07/29/2006 17:24, refers to #15

But is anyone able to get triggers to work on multiplayer maps? I was under the impression that they only work in single-player mode. Please, correct me if I'm wrong - I'd LOVE to be wrong about this.

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#17: ..

by SimMarine on 07/30/2006 05:03

IIRC from my Cube testing, they worked in multiplayer. I have no idea about Sauerbraten, though.

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#18: Re: ..

by MeatROme on 07/30/2006 14:15, refers to #17

Triggers have stopped working in Sauerbraten since the 20060611 release.

Too bad since this means we can't have doors in MP maps ... maybe they'll be activated again later down the trail?

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#19: Re: ..

by djRobbieF on 08/01/2006 13:21, refers to #18

I sure hope so... that's not even a "feature" if you ask me... it's pretty important. Pretty darned important. ;)

More than just doors; but being able to set up special music for different parts of a map, or being able to set up switches to unlock other areas of a map, etc.

I had to rework a few of my best maps because Triggers don't work in multiplayer; which I hated to do... some of the coolest features in those maps were due to the triggers.

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#20: triggers, and/or doors...

by kurtis84 on 08/04/2006 00:44, refers to #19

...were only intended for single player mode. The fact that they might have worked in MP, in some earlier version, afaik would have been an accident.

My opinion is, I don't care whether or not doors and triggers work in MP. BUT, if they did, I would use them in my maps too :)

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