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Thread View: alt.games.unreal.tournament
3 messages
3 total messages Started by Todd Sun, 26 Apr 2009 22:30
Some ideas...
#191459
Author: Todd
Date: Sun, 26 Apr 2009 22:30
54 lines
3786 bytes
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.
Re: Some ideas...
#191460
Author: DerekW
Date: Mon, 27 Apr 2009 22:22
67 lines
4483 bytes
"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 
Re: Some ideas...
#191461
Author: goPostal
Date: Fri, 08 May 2009 19:29
76 lines
5026 bytes
"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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