Check point system Converted maps

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Earl_Vencar.:LLS:.
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Re: Check point system Converted maps

Post by Earl_Vencar.:LLS:. » Thu 24 Apr , 2014 11:38 am

bOnO wrote:There is a problem with Sunpyramid, it is impossible to complete obj 2, when you go to the ramp to 2nd obj, the first checkpoint stops you...
This is because an incompetent turd copied the Atlas checkpoints over to the standard version and forgot to change the objective tags ... fts

Fixed: https://www.mediafire.com/?3oa7aq8pqthhyib
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Re: Check point system Converted maps

Post by iZumo » Thu 24 Apr , 2014 12:41 pm

In several cases you can actually jump from the upper base to more roads than from the lower base (Hellbender Races). In that case it's better to keep those volumes effective.

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Re: Check point system Converted maps

Post by darkelf » Thu 24 Apr , 2014 1:33 pm

A lot of different issues are coming up right now. Due to the fact we now have an extremely effective system to stop exploiting/shortcutting in its tracks. Here are the only legit complaints I have heard. The rest are just crying cause they can't get away with shortcutting like they used to be able to.

A. Players are cutting corners and accidentally missing checkpoints as a result. Haven't seen this on my fixes but I hear about it about earls. (Its best to place check points a bit away from turns or in places where cars/people will touch volume. Its best to set the checkpoints up in a way the stretch out a bit from the track incase one cuts a corner.)

B. Players are jumping over or being shot over checkpoints.

C. Players are taking advantage of no blocking volumes and jumping down to tracks to defend an area.


My solution:
1. Make an emitter or place a visual marker to indicate where checkpoints are. I know at least for my fixed maps there isn't really any ill effect that would happen if i where to make the checkpoints visible. Its really simple.. unless you touch all checkpoints there isn't any way for you to do obj unless the code breaks.

2. Add path nodes on all the maps so people can see the correct path to get to obj by pressing m or n by default i believe. This probably should of been done when the maps were first made but its typical of race maps. Its pretty straight forward were one needs to go but.. we do have to help those who can't seem to figure out how to navigate by site..

3. Place checkpoints walls to prevent the players jumping to areas to just defend/camp.
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Re: Check point system Converted maps

Post by Earl_Vencar.:LLS:. » Thu 24 Apr , 2014 2:01 pm

A is no issue whatsoever - none of the checkpoints I have placed are near corners (I regularly cut them, so didn't want that hindrance). The issues you heard about were likely B on HeavenRace, where occasionally a vehicle can be launched over or around a checkpoint. I've only seen this happen once. C is also an issue.

I don't think adding pathnodes will solve anything personally. Does anyone use them? Maybe the question should be: do the majority of players know about this function? I doubt it. I think it would be easier to implement 1, maybe something similar to Aztec, and then perhaps leave a few choice killzones in (not blocking volumes) or indeed more checkpoints if you want to be kind about it.
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Re: Check point system Converted maps

Post by darkelf » Fri 25 Apr , 2014 1:09 am

Earl_Vencar.:LLS:. wrote: I don't think adding pathnodes will solve anything personally. Does anyone use them? Maybe the question should be: do the majority of players know about this function? I doubt it.

It could be something that is auto triggered when one gets reset after missing a cp.
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Re: Check point system Converted maps

Post by LittleBunny » Sat 26 Apr , 2014 2:13 pm

Altough I really respect the effort you all have put into this concept, the check point system gives a lot off false positives. In Aztec, Vulcano and Vyper I was respawn without reason just playing the maps as they are intended. So I'm not very happy with this change (yet).

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Re: Check point system Converted maps

Post by ZioFede » Sat 26 Apr , 2014 2:20 pm

Umh why missing checkpoints reset redeemers and walking people too? Is it intended?
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Re: Check point system Converted maps

Post by Azarael » Sat 26 Apr , 2014 2:36 pm

Checkpoints check any living pawn which is not marked as being able to fly or being able to hover. The Redeemer missile is a type of pawn. Will fix later.

I anticipated false positives because the mappers must place checkpoints in good positions, such that they're not on obvious and legitimate shortcuts or skips, like jumping to cut a corner.

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Re: Check point system Converted maps

Post by proof » Sat 26 Apr , 2014 5:43 pm

There is a problem with racetown (probably both night and day). After obj 1 you have the opportunity to use a vehicle teleporter to get down to track 2. But you will get teleported back since you missed a checkpoint when using the teleporter.
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Re: Check point system Converted maps

Post by Calypto » Sat 26 Apr , 2014 6:12 pm

Do road paths also create the trails? I can imagine possible bot support :o

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