Weapon Tele

Issues with the DDNet servers.
See the already reported problems on Github.

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fokkonaut
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Weapon Tele

Post by fokkonaut » Sat Feb 03, 2018 4:52 pm

TO-weapon tele will shoot grenades as it is a player (same angle, even if grenade is about to fall again like shown in the gif.)
grenade weapon tele.gif
grenade weapon tele.gif (402.62 KiB) Viewed 735 times

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ChillerDragon
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Re: Weapon Tele

Post by ChillerDragon » Sat Feb 03, 2018 9:07 pm

Does any map use this nade behaviour?
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DanilBest
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Re: Weapon Tele

Post by DanilBest » Sat Feb 03, 2018 9:15 pm

first fire grenade of down, second jump to walls, but everything this fix for now.
Last edited by DanilBest on Sun Feb 04, 2018 1:44 pm, edited 1 time in total.
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deen
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Re: Weapon Tele

Post by deen » Sat Feb 03, 2018 9:46 pm

I know it's physically wrong, but it's always been like that. I think I originally experimented with both behaviours and this one makes for more interesting mapping which is why I went with it.

heinrich5991
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Re: Weapon Tele

Post by heinrich5991 » Sat Feb 03, 2018 10:18 pm

This is an example of physics which I definitely won't touch: I guess it affects every single run on a map with grenade teleporters.

fokkonaut
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Re: Weapon Tele

Post by fokkonaut » Sat Feb 03, 2018 10:20 pm

heinrich5991 wrote:
Sat Feb 03, 2018 10:18 pm
This is an example of physics which I definitely won't touch: I guess it affects every single run on a map with grenade teleporters.
viewtopic.php?f=68&t=5914&hilit=grenade+bug

Chairn
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Re: Weapon Tele

Post by Chairn » Sun Feb 04, 2018 1:42 pm

To his defence : this only affects ddnet and has voluntarily been like this for years. Grenade is incoherent compared to vanilla and was unknown and unwanted.

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