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Article #191461

Re: Some ideas...

#191461
From: goPostal
Date: Fri, 08 May 2009 19:29
76 lines
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"DerekW" <nospam@ntlworld.com> wrote in message 
news:ReqJl.78712$bq4.76616@newsfe29.ams2...
>
> "Todd" <noone@nowhere.com> wrote in message 
> news:86m9v49bfcqq4ijuln315llpese9p9vgrf@4ax.com...
>>I got into deathmatch with the original Jedi Knight.  It wouldn't run
>> quite right on my Mom's e-Machine, so I tried Quake II, and loved it.
>> When I upgraded to Windows XP, Q2 had a tendancy to crash, so I
>> switched to Unreal Tournament.
>>
>> But, when playing standard games, I miss how JK would drop a backpack
>> when a player died.  This backpack would contain everything that the
>> player was carrying.  That's all his weapons and ammo, and other
>> useful things like bacta tanks (portable health).
>>
>> See, sometimes I'm heading for my favorite weapon (say the flak
>> cannon), but someone beats me to it.  So I kill him, but he's using
>> the rocket launcher, so that's what he drops.
>>
>> Where'd the flak cannon go?  Where'd all the other weapons he was
>> carrying go?
>>
>> Someone made a pinata mutator, which is great, except on 2004 if you
>> have "weapons stay" on and you can't pick up the dropped guns.
>>
>> Say I have the flak cannon, with 44 shells (?).  I can carry 50.  I
>> run over 10 shells and pick them up.  I now have the max 50.  Where
>> did the other four go?
>>
>> Here's the way I think it should work:  I have the flak, with less
>> than forty shells.  I run over another flak gun, taking the shells,
>> but leaving the gun.  If someone runs over it immeadiately after, they
>> get the gun but with no shells.  If I only need, say, six, it will
>> come with four.  If no one picks it up, it regenerates the shells, one
>> ever two seconds or so, until it has its standard load.
>>
>> Something like a machine gun might regenerate five bullets every
>> second.  Health and armor would work the same way.  If there's
>> twenty-five health, and I only need 12, thirteen would remain but
>> regenerate to 25 in thirteen seconds.
>>
>> I doubt this could be done in mod form.  The game would have to be
>> designed this way.
>>
>> Another idea that follows the "where did the ammo go" question, is
>> when I die, all the weapons I'm carrying blow up.  Bullets, flak
>> shards, bio goo, whatever all go flying out.  The more I have, the
>> bigger the damage area.  30 rockets would create a much larger damage
>> area than five.  And if you're close, you'd better hope I wasn't
>> carrying a redeemer.
>>
>> There are a couple of boom-death mods (redeemer level explosions, not
>> tied to the actually presence of a redeemer).  But they seem to have
>> the person who goes boom get the points for the deaths, rather than
>> the killer.  Not good for Carry the Flag with drop-cap.  I have a
>> flag, someone else has the other; I kill an opponent who goes boom.
>> Me and my teammates are all killed.  Friendly fire is 0, so any other
>> opponents are unhurt.  Surviving opponent is near both flags, and
>> caps.
>>
> It  depends on what game you are playing and which relics are enabled
> and whether team damage is enabled all in the hands of the admin.
> The relic of revenge plus team damage kills everything in the vicinity
> DU Monster Hunt use team damage and  the weapons of a killed
> player remain there are many more relics and mutators out there
> and admins will consider requests . You should perhaps try MH
> its a nice change being chased by prehistoric creature but watch out
> for the packs of small raptors and flying Pterosaurs
> Nick_Dastardly
>

I code almost exclusively for MH. I made a really nice pinata mod that will 
only vomit your inventory on actual caused deaths, not from stuff like 
falling, etc. Give me a shout and I'll adjust the code to include anything 
you want. Look me up at Hermskii's MHM. 
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From: "goPostal" <agutgopostal@hotmail.com>
Newsgroups: alt.games.unreal.tournament
References: <86m9v49bfcqq4ijuln315llpese9p9vgrf@4ax.com> <ReqJl.78712$bq4.76616@newsfe29.ams2>
Subject: Re: Some ideas...
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