| Teleporting Hovels | |
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+10Atlantis Iridescent Blade :Lad BugHuman vyrus@ubuntu null -theMbaude Skeptic TheRoob {ACR}FireFox 14 posters |
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Add teleporting hovels | Yes, try it! | | 100% | [ 11 ] | No, I am not open to change | | 0% | [ 0 ] |
| Total Votes : 11 | | Poll closed |
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{ACR}FireFox First Lieutenant
Posts : 515 Points : -2147478436 Reputation : -31 Join date : 2010-01-01 Age : 28 Location : Some where in a remote valley deep in the Amazon rain forest.
| Subject: Teleporting Hovels Sun Oct 10, 2010 3:28 pm | |
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Last edited by {ACR}FireFox on Sun Oct 10, 2010 6:02 pm; edited 3 times in total | |
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TheRoob Private 2
Posts : 426 Points : -2147478328 Reputation : 0 Join date : 2009-09-04 Location : !geoip roob
| Subject: Re: Teleporting Hovels Sun Oct 10, 2010 3:42 pm | |
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Skeptic Sergeant
Posts : 374 Points : 6583 Reputation : 9 Join date : 2010-01-15 Age : 30 Location : France
| Subject: Re: Teleporting Hovels Sun Oct 10, 2010 3:46 pm | |
| if it can be done, i will be more happy to f1 | |
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-theMbaude Corporal
Posts : 2081 Points : 7046 Reputation : -1137 Join date : 2009-11-22 Age : 87
| Subject: Re: Teleporting Hovels Sun Oct 10, 2010 3:59 pm | |
| The aliens will finally have an edge on the curving luci, but would you teleport to any random hovel, or would there be specific hovels that will be the receivers? | |
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{ACR}FireFox First Lieutenant
Posts : 515 Points : -2147478436 Reputation : -31 Join date : 2010-01-01 Age : 28 Location : Some where in a remote valley deep in the Amazon rain forest.
| Subject: Re: Teleporting Hovels Sun Oct 10, 2010 4:04 pm | |
| any hovel that is up you will beable to teleport to so like if 5 hovels are up you can teleport to all of them
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null Lieutenant General
Posts : 2472 Points : -2147477951 Reputation : 5 Join date : 2008-08-22
| Subject: Re: Teleporting Hovels Sun Oct 10, 2010 4:22 pm | |
| This is interesting. You have to think about the visuals as well, FF. what will the player see upon activating a hovel? how will they choose which hovel? how will they know that they are choosing a specific hovel? How can this possibly be abused? In my opinion, a simple 2-way hovel system should be made, because this eliminates many flaws. oh and this can be a counter to glitching on tremor, or any map involving the hovel. | |
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{ACR}FireFox First Lieutenant
Posts : 515 Points : -2147478436 Reputation : -31 Join date : 2010-01-01 Age : 28 Location : Some where in a remote valley deep in the Amazon rain forest.
| Subject: Re: Teleporting Hovels Sun Oct 10, 2010 4:24 pm | |
| you woulden't choose which one you go to you would enter and exit hovels untill you get to the right one
Example: In a.t.c.s there is a hovel on top of bunker, in aliens def, and in mid halls. You are a rant and you are on top of bunker and you want to get to halls. You press q to enter hovel and it takes you to alien def, you then reenter the hovel by using q and then you pop out in halls. | |
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null Lieutenant General
Posts : 2472 Points : -2147477951 Reputation : 5 Join date : 2008-08-22
| Subject: Re: Teleporting Hovels Sun Oct 10, 2010 4:29 pm | |
| See, thats extremely impractical and i definitely would not want such a low-quality mod on the server. the reason most mods are a hit is because they are well-made and dont require you to go out of your way to make them work right, such as constantly teleporting till you hit the right one. | |
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TheRoob Private 2
Posts : 426 Points : -2147478328 Reputation : 0 Join date : 2009-09-04 Location : !geoip roob
| Subject: Re: Teleporting Hovels Sun Oct 10, 2010 4:31 pm | |
| Humans teleport through DC's! | |
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{ACR}FireFox First Lieutenant
Posts : 515 Points : -2147478436 Reputation : -31 Join date : 2010-01-01 Age : 28 Location : Some where in a remote valley deep in the Amazon rain forest.
| Subject: Re: Teleporting Hovels Sun Oct 10, 2010 4:32 pm | |
| Well we can talk about moding it and what is possible. All I know is what I am saying works and why mess with something that all ready works? Lol roob, vyrus said humans should tele through nodes. <-- but that comes later | |
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null Lieutenant General
Posts : 2472 Points : -2147477951 Reputation : 5 Join date : 2008-08-22
| Subject: Re: Teleporting Hovels Sun Oct 10, 2010 4:38 pm | |
| I know how i would do it but it wouldnt be practical enough for the server. the best i can think of is having linked 2-way hovels, not that multi-path network you mentioned. also, i think telenodes are one-way, as the humans are teleported from the main ship to the base. | |
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vyrus@ubuntu First Lieutenant
Posts : 2549 Points : -2147478252 Reputation : 6 Join date : 2009-06-19 Age : 31 Location : level 1337 clearence required
| Subject: Re: Teleporting Hovels Sun Oct 10, 2010 4:40 pm | |
| seb, mods are mods caus they're small additions, now if you want to talk UPGRADES then go to korx or trem1.2 and yes, if you have not seen this mod before, the complete version has humans teleporting through telenodes | |
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{ACR}FireFox First Lieutenant
Posts : 515 Points : -2147478436 Reputation : -31 Join date : 2010-01-01 Age : 28 Location : Some where in a remote valley deep in the Amazon rain forest.
| Subject: Re: Teleporting Hovels Sun Oct 10, 2010 4:41 pm | |
| OK, we need to get people that can mod things like this envloved so we can figure out what is possible. i.e. doubblehex, linux, roob. ect | |
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vyrus@ubuntu First Lieutenant
Posts : 2549 Points : -2147478252 Reputation : 6 Join date : 2009-06-19 Age : 31 Location : level 1337 clearence required
| Subject: Re: Teleporting Hovels Sun Oct 10, 2010 4:59 pm | |
| I had a thought actually, I think only roob or linux or doub would b able to figure it out though:
you know the menus that the game uses? we could try setting up a minimap on those and label the hovels for each team that might b too hard though and u just make it so each hovel gets a personal label when its made idk, a thought | |
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{ACR}FireFox First Lieutenant
Posts : 515 Points : -2147478436 Reputation : -31 Join date : 2010-01-01 Age : 28 Location : Some where in a remote valley deep in the Amazon rain forest.
| Subject: Re: Teleporting Hovels Sun Oct 10, 2010 5:05 pm | |
| Or have a HUD with a hovel mini mal on it and the different hovels will have different colors | |
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BugHuman General of the Army
Posts : 1798 Points : -2147477785 Reputation : 53 Join date : 2008-03-21
| Subject: Re: Teleporting Hovels Sun Oct 10, 2010 5:47 pm | |
| I remember double had some problems with this about a year and a half ago. | |
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vyrus@ubuntu First Lieutenant
Posts : 2549 Points : -2147478252 Reputation : 6 Join date : 2009-06-19 Age : 31 Location : level 1337 clearence required
| Subject: Re: Teleporting Hovels Sun Oct 10, 2010 6:04 pm | |
| yea,
@fire, not hud, caus then EVERYONE would have to install a new client or something as it is im not sure if u can do it without a clientside mod | |
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{ACR}FireFox First Lieutenant
Posts : 515 Points : -2147478436 Reputation : -31 Join date : 2010-01-01 Age : 28 Location : Some where in a remote valley deep in the Amazon rain forest.
| Subject: Re: Teleporting Hovels Sun Oct 10, 2010 6:43 pm | |
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-theMbaude Corporal
Posts : 2081 Points : 7046 Reputation : -1137 Join date : 2009-11-22 Age : 87
| Subject: Re: Teleporting Hovels Sun Oct 10, 2010 7:29 pm | |
| Umm how about.... You make a hovel (A), and then you make another one some else (B). So then A can only go to B, and B can only go to A. Then C goes to D, E to F, etc... as for remembering where they go, well... You just have to remember. It kinda simplifies everything. | |
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{ACR}FireFox First Lieutenant
Posts : 515 Points : -2147478436 Reputation : -31 Join date : 2010-01-01 Age : 28 Location : Some where in a remote valley deep in the Amazon rain forest.
| Subject: Re: Teleporting Hovels Sun Oct 10, 2010 7:44 pm | |
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:Lad Lieutenant General
Posts : 1859 Points : -2147478206 Reputation : 20 Join date : 2009-05-04 Age : 33 Location : Just Barely South of Canada
| Subject: Re: Teleporting Hovels Sun Oct 10, 2010 8:30 pm | |
| why would any team need a teleport? especially in atcs? everyone always complains about how atcs is too small, so what would be the reason to move around so quickly? aliens imo are quite fast enough to get around. They don't need the hovel because most aliens are never in their base so therefore don't need help in base structures. Humans do more camping and relying on their base as a defensive system than any teleporting and advancing. I just don't think it is necessary. | |
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{ACR}FireFox First Lieutenant
Posts : 515 Points : -2147478436 Reputation : -31 Join date : 2010-01-01 Age : 28 Location : Some where in a remote valley deep in the Amazon rain forest.
| Subject: Re: Teleporting Hovels Sun Oct 10, 2010 8:38 pm | |
| It may not be needed but it would still be fun to try it or just to spice things up. Its fun to try new things! | |
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null Lieutenant General
Posts : 2472 Points : -2147477951 Reputation : 5 Join date : 2008-08-22
| Subject: Re: Teleporting Hovels Sun Oct 10, 2010 8:53 pm | |
| ... i've never heard anyone complain about atcs' size. | |
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Iridescent Blade Sergeant
Posts : 805 Points : 6328 Reputation : 0 Join date : 2010-02-10 Age : 30 Location : Mining in the diamond level.
| Subject: Re: Teleporting Hovels Sun Oct 10, 2010 9:22 pm | |
| This tele hovel mod is used on Amsterdam Unlim. (a server I used to frequent) They use a 2 hovel both ways system. There are no visuals, just pop out on the other side instantaneously. There is no known way to abuse EXEPT 1 where the hovel is glitch-built allowing the player to teleport to, say, under the stairs in ATCS. But that is covered under our NO GLITCH BUILDING rule so... ya Its very usefull to get tyrants to high places/small places but its a bit less usefull here with the crawling rant. But still very usefull for quick retreats/attacks.
That is all unless you have questions for me about how it works in Amsterdam.
PS F1 | |
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{ACR}FireFox First Lieutenant
Posts : 515 Points : -2147478436 Reputation : -31 Join date : 2010-01-01 Age : 28 Location : Some where in a remote valley deep in the Amazon rain forest.
| Subject: Re: Teleporting Hovels Sun Oct 10, 2010 9:47 pm | |
| Yea blade on uBP server the same rules apply but you can have more than two hovels witch gives you more possibilities. | |
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