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Re: RACE-RainbowRace

Posted: Tue 14 Jan , 2014 4:42 pm
by darkelf
On coaster? I never did such a thing.

What you ask is hard to do. Without do fancy actors that have negative down sides.

And to be honest with the weapons you now get at spawn.. Camping at spawn is pretty pointless. I haven't seen enough problems with this to be honest. It would be totally a different story if you spawned with shock like in fieryaxistrack.

Re: RACE-RainbowRace

Posted: Tue 14 Jan , 2014 4:44 pm
by iRobot
A 'god zone' would open up other problems too. People camp in base on Sunshine and you can't do anything about it.

Re: RACE-RainbowRace

Posted: Tue 14 Jan , 2014 5:41 pm
by Azarael
PhysicsVolume -> bNeutralZone True

Re: RACE-RainbowRace

Posted: Tue 14 Jan , 2014 5:55 pm
by darkelf
Azarael wrote:PhysicsVolume -> bNeutralZone True
Never used that function before. what exactly does it do?

Re: RACE-RainbowRace

Posted: Tue 14 Jan , 2014 5:55 pm
by Azarael
No actor within the volume can take damage.

Re: RACE-RainbowRace

Posted: Tue 14 Jan , 2014 6:06 pm
by darkelf
Azarael wrote:No actor within the volume can take damage.
So yah god volume which just allow people to take advantage of that and camp from spawn without being able to be killed. However i could limit this down by changing the blocking volumes around spawn landing to block zeroextenttraces and nonzeroextenttraces. Leaving the only volunerablity the entrance doors for each track..

I guess we can give this a try and see how it works out.

Re: RACE-RainbowRace

Posted: Tue 14 Jan , 2014 6:59 pm
by bOnO
I thought Izumo did it at some point?! Also the idea was more to disable guns in the zone so that people can't shoot at all than to make everybody invulnerable... I thought it's how it was working on Coaster.

Re: RACE-RainbowRace

Posted: Wed 15 Jan , 2014 9:57 am
by darkelf
What your asking for bono is to have a blocking volume to prevent shots from even exiting weapon. This can be done. But it would just cause rage tears and confusion.

Another way of doing this is to use a mod/volume that gives weapons to you after leaving landing zone. However this would only work on foot weapons and not vehicles. Also it would confuse players as to why there is no weapon lockers in spawn and suddenly they have weapons when entering track area. (Note: not sure if this volume I speak of works for vehicle traffic.)

So the main issue that I believe your request to fix(Best explained in example senario)
__________
Freddie is about to reach objective.
Enemy Joe sees Freddie getting close. Joe suicides goes to spawn jumps in to tub car with other player lands in starting area and takes out car from landing zone with well placed shots.

Or

Freddie is a dick and refuses to leave landing zone and feels camping with his buddy Joe in driver seat is the best way to get points. So Freddie camps away at landing zone.
__________________

In this case as I suggested just above I'll change the already existing blocking volumes around spawn landing square area to block all shots and turn the area into a neutral zone. And I should be able to take care of the door ways to the separate tracks as well that will block shots with use of blocking volumes. It just means that your going to have newbie Freddie and Joe stuck in a never ending war at spawn landing zone trying to kill each other and cry and complain..And at this point.. I think Freddie deserves it.. He is a dick.

Re: RACE-RainbowRace

Posted: Wed 15 Jan , 2014 10:13 am
by Earl_Vencar.:LLS:.
In addition, Elfy, could you change the blocking volumes immediately around the garage triggers to block shots too? We're having situations where a loner reaches the objective, only to get spammed on by jealous link shots from above (specific example would be objective 3, where there are no hiding places; but objective 2 also suffers from this).

Re: RACE-RainbowRace

Posted: Wed 15 Jan , 2014 10:46 am
by iZumo
bOnO wrote:I thought Izumo did it at some point?! Also the idea was more to disable guns in the zone so that people can't shoot at all than to make everybody invulnerable... I thought it's how it was working on Coaster.
What I did was arena support for unarmed / trial maps (unarmed = shield-only gun). You can check Derby to see how that works (special teleporter only + special vehicle factory (see Blazing here)).

Basically it does:
1) Sets collision on you (if trial), unlocks shield gun primary fire, gives you assault rifle upon entering arena
2) Makes sure that you can't teleport back to map if in arena
3) Optional - sets arena music (will be reset upon arena exit)