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Re: DXSG_LibetyIsland

Posted: 20 May 2010, 15:35
by ~DJ~
Darma wrote: About the edit button, I know that there is one but I always forgot to use it :?
Strange because I use the edit button in others forums.
LIAR.

Re: DXSG_LibetyIsland

Posted: 20 May 2010, 21:15
by Jima B
Skilgannon wrote:
Jima B wrote:Places inaccessable by foot would encourage the use of the portals... or at least harder to access places.
Time for an Aperture Science map?
Perhaps it's time we enhanced the hitscan weapons to actually fire projectiles. If this was possible, Snipers (and other rifles etc.) could be used to fire through warpzones. With this in mind, portals could be created and used with much more success in maps. Also, the actual stargates could be used to traverse between two different worlds and provide minimal problems, which would be interesting.

Re: DXSG_LibetyIsland

Posted: 20 May 2010, 21:36
by Skilgannon
Can't you just use that texture I used in Main_Battle_Arena on a flat piece of geometry and stick a teleporter just in front of the gate? Would seem the logical solution....

Re: DXSG_LibetyIsland

Posted: 20 May 2010, 22:27
by Jima B
Skilgannon wrote:Can't you just use that texture I used in Main_Battle_Arena on a flat piece of geometry and stick a teleporter just in front of the gate? Would seem the logical solution....
Nah, because then you couldn't see the other side, or shoot through it. Wouldn't look as crazyawesome or work as nicely.
Working warpzones would be amazing.

Re: DXSG_LibetyIsland

Posted: 21 May 2010, 00:43
by Skilgannon
But you can't see through the gates anyway........unless you stick your head past the EH.

Re: DXSG_LibetyIsland

Posted: 21 May 2010, 01:02
by Jima B
Skilgannon wrote:But you can't see through the gates anyway........unless you stick your head past the EH.
WELL MAYBE THEN YOU SHOULD BE ABLE TO.
Warpzones would, if fixed, still work better. Teleporters are a bit fiddly and not as accurite.
Plus you can always give a warpzone entrance a opaque texture.

I just think they need to be fixed, so they become practicle to use in serious maps.

Re: DXSG_LibetyIsland

Posted: 21 May 2010, 04:41
by Skilgannon
I'll take your word for it lol.

Re: DXSG_LibetyIsland

Posted: 21 May 2010, 11:10
by ~][FGS][Nobody~
Jima B wrote: Warpzones would, if fixed, still work better.
What is wrong with them?
They work, though! :o

Re: DXSG_LibetyIsland

Posted: 21 May 2010, 18:18
by Jima B
~][FGS][Nobody~ wrote:
Jima B wrote: Warpzones would, if fixed, still work better.
What is wrong with them?
They work, though! :o
Hitscan weapons don't fire through them, I am to understand. D:

Re: DXSG_LibetyIsland

Posted: 25 May 2010, 12:10
by ~][FGS][Nobody~
That cannot be "fixed".
Unlike projectile weapons, the bullet weapons don't shoot actual bullets but use a ProcessTraceHit function.
That means, if there is no actual line between you and the enemy, then this won't work.
Also the native object replication (which is based on view sight from the player to other objects) is not programmed to work through those warp zones. :ney:

Re: DXSG_LibetyIsland

Posted: 25 May 2010, 13:05
by Jima B
~][FGS][Nobody~ wrote:That cannot be "fixed".
Unlike projectile weapons, the bullet weapons don't shoot actual bullets but use a ProcessTraceHit function.
That means, if there is no actual line between you and the enemy, then this won't work.
Also the native object replication (which is based on view sight from the player to other objects) is not programmed to work through those warp zones. :ney:
The idea was, making the rifles and stuff actually SHOOT bullets.
It'd be fixing the weapons more than the warp-zones.
It probably would be a little too hard to make it work well at all though so never mind.