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Arch fix: |
Option 1: The no engie jump |
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0% |
[ 0 ] |
Option 2: The way it is. |
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20% |
[ 2 ] |
Option 3: Whole new map |
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80% |
[ 8 ] |
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Total Votes : 10 |
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EugeneSleepuls Joined: 30 Jun 2011
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Posted: Sat Apr 07, 2012 9:25 am Post subject: The fix may be here! (READ before voting please) |
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Allright so after doing some searching I have decided that there are 3 options for us to fix the sentry (OMG ANOTHER THREAD STFU ALREADY)
1. The no engie jump: Basically we make it so that engies can't wrangler jump. Period. This really hurts some strategies and will most likely stop Junk and possibly others from playing on our server. If you have questions ask Junk on why jumping is so important/awesome.
2. The way it is: Just leave it how it is, lets bother the admins so they can do it. Despite having so many admins we usually seem to have people still needing an admin on to do something. Sure there are times when abunch are on, but also there are times when all the admins aren't playing and/or lobbying. I heavily advise against this option, also for the record at the moment a remote admin is not possible, and if it were it would be MONTHS in the future.
3. Putting on a whole new map: All we do is make it so you can't build on the arch, otherwise everything remains unchanged. The problem is that:
i. People have to re-download
ii. We don't appear with Egypt servers which could kill traffic.
I hope this to be the very last time we even talk about the arch-sentry. Let the community decide.
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backflipjointsSailor Joined: 04 Aug 2010
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Posted: Sat Apr 07, 2012 10:10 am Post subject: |
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none of those options are any good
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EugeneSleepuls Joined: 30 Jun 2011
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Posted: Sat Apr 07, 2012 10:41 am Post subject: |
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backflipjoints wrote: | none of those options are any good |
They are kind of the only options we have at the moment...
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junkyardSailor Joined: 29 Oct 2011
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Posted: Sat Apr 07, 2012 11:25 am Post subject: |
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I'd say #3 is closer to an ideal solution than the others. We can always figure out something else if server activity tanks, which I really doubt. Calling the map cp_Egypt_fixed will still have it show up in the server browser if you search for Egypt.
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InsomniacSailor Joined: 03 Jan 2012 Location: Not the US.
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Posted: Sat Apr 07, 2012 2:51 pm Post subject: |
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junkyard wrote: | I'd say #3 is closer to an ideal solution than the others. We can always figure out something else if server activity tanks, which I really doubt. Calling the map cp_Egypt_fixed will still have it show up in the server browser if you search for Egypt. |
^This.
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Messy RecipeEl Gran CapitánJoined: 13 Mar 2005 Location: Inter Veritates
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Posted: Sat Apr 07, 2012 3:36 pm Post subject: |
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I vote option 4: a custom plugin that will destroy buildings at certain coordinates _________________
ABC News wrote: | Birds can disable planes, Ostrom said, by flying into the engines and shutting them down. |
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EugeneSleepuls Joined: 30 Jun 2011
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Posted: Sat Apr 07, 2012 3:39 pm Post subject: |
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Messy Recipe wrote: | I vote option 4: a custom plugin that will destroy buildings at certain coordinates |
Dude, if we can find/write that I would be down for it.
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atatmeAtatame Who? Joined: 17 Feb 2009 Location: Bozeman, Montana, United States
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Posted: Sat Apr 07, 2012 6:04 pm Post subject: |
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Option 3 unless USAF's idea works
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anonymousityStealth's Wench Joined: 14 Mar 2005 Location: Scurvy Cove
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Posted: Sat Apr 07, 2012 6:56 pm Post subject: |
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I'm pretty sure if we make a custom map it will eliminate our ability to have people join the server through auto-join, which basically kills our server's ability to get going without 10+ regulars at a time. Let's avoid that one.
I will send some emails and see if there isn't a better option right now that doesn't have us either sacrificing a feature of the game or the activity of our server. _________________
♥♪!?
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EugeneSleepuls Joined: 30 Jun 2011
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Posted: Sat Apr 07, 2012 8:26 pm Post subject: |
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anonymousity wrote: | I'm pretty sure if we make a custom map it will eliminate our ability to have people join the server through auto-join, which basically kills our server's ability to get going without 10+ regulars at a time. Let's avoid that one.
I will send some emails and see if there isn't a better option right now that doesn't have us either sacrificing a feature of the game or the activity of our server. |
I had Docs get in contact with AO, who used a plugin to alter build cites, but the plugin doesn't work anymore. Something like that or what Messy suggested would be ideal.
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Vlad PiranhaDictator-Elect Joined: 15 Jul 2005 Location: Sector C Test Labs.
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Posted: Sat Apr 07, 2012 9:01 pm Post subject: |
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There's a fourth option that's a minor nuisance and will take some research to do, but won't be intrusive in the slightest while in-game.
I could always find a way to model a box with a transparent texture on it, give it collision and mount it at that specific point in the map to keep people from being able to get up there, sort of like the invisible walls that serve as map boundaries. People will need to download the model before they play on the server, but since it would have no real textures to speak of and consist of only four polygons, it would happen so quickly that I can't imagine anyone would even notice.
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junkyardSailor Joined: 29 Oct 2011
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Posted: Sat Apr 07, 2012 9:27 pm Post subject: |
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Vlad Piranha wrote: | There's a fourth option that's a minor nuisance and will take some research to do, but won't be intrusive in the slightest while in-game.
I could always find a way to model a box with a transparent texture on it, give it collision and mount it at that specific point in the map to keep people from being able to get up there, sort of like the invisible walls that serve as map boundaries. People will need to download the model before they play on the server, but since it would have no real textures to speak of and consist of only four polygons, it would happen so quickly that I can't imagine anyone would even notice. |
That is option 3. Said poly would require the map be named differently, as it would be included in the map file. The different name would make it harder for brand new/lazy players to find us, as the different map name would exclude the server from the quick play list. That is the issue at hand against option 3.
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Messy RecipeEl Gran CapitánJoined: 13 Mar 2005 Location: Inter Veritates
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Posted: Sat Apr 07, 2012 9:29 pm Post subject: |
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The issue with invisible walls is that they also prevent soldiers and demos from rocket and sticky jumping up there, which is an entirely normal part of the game.
I think Sourcemod should be able to do a targeted building-delete. We already know from sm_destroy command that it can blow up or vanish buildings -- and I'm pretty sure it can check coordinates on things. All it'd have to do is be able to check new buildings for their location and check if they're between two values each for X,Y,Z where those values define a box, and if so, destroy them. _________________
ABC News wrote: | Birds can disable planes, Ostrom said, by flying into the engines and shutting them down. |
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