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Mines [message #380065] Mon, 13 April 2009 15:18 Go to next message
Slave is currently offline  Slave
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Every now and then, Renegade feels like crashing.

You come back ingame, and realise all the mines you placed are gone.

You spend the next 5 minutes raging, and another 5 minutes remining. That is, if the enemy hasn't destroyed your base while you were gone.

Can mines be made more persistent? And survive when a player disconnect?
Re: Mines [message #380113 is a reply to message #380065] Mon, 13 April 2009 18:05 Go to previous messageGo to next message
MGamer is currently offline  MGamer
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Slave wrote on Mon, 13 April 2009 17:18

Every now and then, Renegade feels like crashing.

You come back ingame, and realise all the mines you placed are gone.

You spend the next 5 minutes raging, and another 5 minutes remining. That is, if the enemy hasn't destroyed your base while you were gone.

Can mines be made more persistent? And survive when a player disconnect?

that could be easily exploited also its fine as it is


rawr.....
Re: Mines [message #380173 is a reply to message #380065] Tue, 14 April 2009 00:46 Go to previous messageGo to next message
CarrierII is currently offline  CarrierII
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That's because there was an old exploit where people would place beacons and leave, making them undisarmable but still "live", and therefore got building kills, and there was no defense.


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Re: Mines [message #380181 is a reply to message #380065] Tue, 14 April 2009 01:18 Go to previous messageGo to next message
Goztow is currently offline  Goztow
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It could be different with mines, though. Westwood choose for the easy solution, in my eyes. Mines from player x from team y could be assigned to player z from team y when player x left the game.

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Re: Mines [message #380195 is a reply to message #380181] Tue, 14 April 2009 03:12 Go to previous messageGo to next message
RTsa is currently offline  RTsa
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Goztow wrote on Tue, 14 April 2009 11:18

It could be different with mines, though. Westwood choose for the easy solution, in my eyes. Mines from player x from team y could be assigned to player z from team y when player x left the game.

I approve of this method.

I don't know how many times one team has lost because the guy who mined disconnects. Razz


Re: Mines [message #380454 is a reply to message #380065] Wed, 15 April 2009 09:09 Go to previous messageGo to next message
cmatt42 is currently offline  cmatt42
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Or, you know, just fix the crashes.

Re: Mines [message #380463 is a reply to message #380065] Wed, 15 April 2009 09:50 Go to previous messageGo to next message
StealthEye is currently offline  StealthEye
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We would like to, but we can't fix everyone's internet connection. Sad We do try to fix as most crashes as possible. Smile

I'll have a look, preventing the C4/beacon from getting disarmed automatically is probably easy, not sure how hard it is to fix that old exploit CarrierII mentioned.


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Please visit http://www.blackintel.org/

[Updated on: Wed, 15 April 2009 09:51]

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Re: Mines [message #380464 is a reply to message #380065] Wed, 15 April 2009 09:54 Go to previous messageGo to next message
Scrin is currently offline  Scrin
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Slave wrote on Mon, 13 April 2009 17:18

Every now and then, Renegade feels like crashing.

You come back ingame, and realise all the mines you placed are gone.

You spend the next 5 minutes raging, and another 5 minutes remining. That is, if the enemy hasn't destroyed your base while you were gone.

Can mines be made more persistent? And survive when a player disconnect?

same happens if you like: go to LAN game, be nod and place nuke beacon, them switch the team and... the beacon got deesapeared


[Updated on: Wed, 15 April 2009 09:54]

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Re: Mines [message #380482 is a reply to message #380065] Wed, 15 April 2009 12:53 Go to previous messageGo to next message
StealthEye is currently offline  StealthEye
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Switching teams is something different, I think it's more than fair that the C4/beacon does not go off when changing team (otherwise placing some timed on a MCT prior to swapping will kill the building; or if implemented differently you can get your new team's building killed by the beacon you placed when still at the other team...)

I have prevented proximity and timed C4 from getting auto-disarmed when the player leaves. I can't reproduce the unable-to-disarm bug for C4. For beacons, the beacon goes off but causes no damage; I'm not changing that for now.


BlackIntel admin/founder/coder
Please visit http://www.blackintel.org/
Re: Mines [message #380507 is a reply to message #380065] Wed, 15 April 2009 15:21 Go to previous messageGo to next message
a000clown
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What happens when a player is killed by a proxy left behind from a disconnected player?
Re: Mines [message #380509 is a reply to message #380065] Wed, 15 April 2009 15:23 Go to previous messageGo to next message
StealthEye is currently offline  StealthEye
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I'll have to test that to be sure, but afaik it will damage/kill the player but not give any points to anyone.

BlackIntel admin/founder/coder
Please visit http://www.blackintel.org/
Re: Mines [message #380511 is a reply to message #380065] Wed, 15 April 2009 15:26 Go to previous messageGo to next message
a000clown
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k, thanks

Edit: cuz I was thinking, for scripts that report who killed a player it might cause some unexpected results.

[Updated on: Wed, 15 April 2009 15:27]

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Re: Mines [message #380621 is a reply to message #380065] Thu, 16 April 2009 04:49 Go to previous message
ErroR is currently offline  ErroR
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if you place a beacon and switch the team with the team (or team2) console command, it stays and detonates. As far as i know if someone leaves the game the beacon stays, but upon detonation it disapears, i mean it does not detonate.
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