Should lasers pull every player separately?
- deen
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Should lasers pull every player separately?
Flummi sent me a suggestion in an email:
I don't think I can just make the lasers pull everyone, because that would break too many maps. Should new tiles be added? Would they even get used by any mapper? Suggestions welcome.
There also was a German thread about it on Trac.the bug is:
I try to map a noobfilter with a solopart and the problem is that the green,
red and yellow lasers(which grab u to them)(works like hooking) can only grab 1
per time so when someone is in a solopart and gets hooked by one laser, the
other people dont get hooked from it.
I don't think I can just make the lasers pull everyone, because that would break too many maps. Should new tiles be added? Would they even get used by any mapper? Suggestions welcome.
- imp
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Re: Should lasers pull every player separately?
Of course you must not change any functions of entities that alreay exist and had been used in giant amounts for several years ..that equals suicide ^^
I match the idea to create new entities, maybe some where you can even chose the number of hooked player manually (from 1 to infinite)? This could offer new posibilities for mappers, but yet I'm not quite sure in how far
I match the idea to create new entities, maybe some where you can even chose the number of hooked player manually (from 1 to infinite)? This could offer new posibilities for mappers, but yet I'm not quite sure in how far
- deen
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Re: Should lasers pull every player separately?
I really like this idea. We could do it on the switch layer and use the numbers from there. There will simply be multiple of the laser entities on top of each other. After one laser entity is locked on one player, no other entity from that position can lock on that player.imp wrote:I match the idea to create new entities, maybe some where you can even chose the number of hooked player manually (from 1 to infinite)? This could offer new posibilities for mappers, but yet I'm not quite sure in how far
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Re: Should lasers pull every player separately?
if i understand flummi´s part correctly, the player can jsut join a team to do the filter and then join team 0 again.
i´m not sure if this works, but i remeber a map with the same problem and with joining a team it worked
i´m not sure if this works, but i remeber a map with the same problem and with joining a team it worked
Re: Should lasers pull every player separately?
Hey, itse me Flummi.
I think the idea is really nice that the other guy replied. You can solve my problem with changing the team and then joining back, yeah thats possible. I didnt know that other maps used my "bug" so i thought its a bug and could be changed. i totally agree to not change entities, when it would destroy other maps! I hope we can find a way through the middle so my map works on 64 servers and all others maps work too.
Thanks for making an own thread for my problem, thx for the support
I think the idea is really nice that the other guy replied. You can solve my problem with changing the team and then joining back, yeah thats possible. I didnt know that other maps used my "bug" so i thought its a bug and could be changed. i totally agree to not change entities, when it would destroy other maps! I hope we can find a way through the middle so my map works on 64 servers and all others maps work too.
Thanks for making an own thread for my problem, thx for the support
- deen
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Re: Should lasers pull every player separately?
Yes, joining a team circumvents this problem, because lasers and guns work for each team separately. This means they also work fine on solo server, because every player is put into a separate team (sv_team 3).
I have another (much simpler) idea: When a player is in solo part, always hit him. This would solve Flummi's problem. This makes sense, because in solo part you should not be influenced by the behaviour of other tees. Does this break any existing maps?
I just tried to implement my simpler idea but it's not that easy after all.
I have another (much simpler) idea: When a player is in solo part, always hit him. This would solve Flummi's problem. This makes sense, because in solo part you should not be influenced by the behaviour of other tees. Does this break any existing maps?
I just tried to implement my simpler idea but it's not that easy after all.
Re: Should lasers pull every player separately?
meinst du nicht genau das, was ich vorgeschlagen habe?
dont u mean that, what i was asking for?
ich meine das man in einem solopart immer von lasern angezogen wird. ich kann mir auch garnicht vorstellen wie man das verwenden sollte außer einen warte moment einzubauen, bis man gezogen wird. also meine idee ist einfach das ein laser in einem solopart immer funktioniert. Dazu muss ich aber sagen das die idee von imp, das ein laser mehrere ziehen kann, echt genial ist. so werden alle zum gleichen ort hingezogen oder sowas. ich find das echt genial
sorry but thats too much staff that i have to write in english. I just said that i liked imps idea and that lasers in soloparts should work everytime
dont u mean that, what i was asking for?
ich meine das man in einem solopart immer von lasern angezogen wird. ich kann mir auch garnicht vorstellen wie man das verwenden sollte außer einen warte moment einzubauen, bis man gezogen wird. also meine idee ist einfach das ein laser in einem solopart immer funktioniert. Dazu muss ich aber sagen das die idee von imp, das ein laser mehrere ziehen kann, echt genial ist. so werden alle zum gleichen ort hingezogen oder sowas. ich find das echt genial
sorry but thats too much staff that i have to write in english. I just said that i liked imps idea and that lasers in soloparts should work everytime
Re: Should lasers pull every player separately?
sorry für die dopplung in meinen sätzen
- imp
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New Entity
I think it would make sense to change something with the enities meaning to add a new one. Because it is pretty retarded just to say "Join team or you can't play this map" and this would only offer a temporarily solution
- deen
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Re: Should lasers pull every player separately?
I implemented a fix for this, which will be in the next release: https://github.com/def-/teeworlds/commi ... 531329eaba
It works like this: Guns and draggers work as they always did. Additionally they work on every player in a solo part, even if they are already shooting at someone else. I hope that's fine
It works like this: Guns and draggers work as they always did. Additionally they work on every player in a solo part, even if they are already shooting at someone else. I hope that's fine
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