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Re: Tunnel Beacons [message #442953 is a reply to message #442945] Wed, 19 January 2011 02:28 Go to previous messageGo to next message
EvilWhiteDragon is currently offline  EvilWhiteDragon
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halo2pac wrote on Wed, 19 January 2011 00:28

If Westwood Studios thought tunnel beacons were a glitch they would have patched it. Since all developers extensively test their products. Hence again... Strategy.

Blue hell is a strategy now?


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Re: Tunnel Beacons [message #442955 is a reply to message #442953] Wed, 19 January 2011 06:44 Go to previous messageGo to next message
Hypnos is currently offline  Hypnos
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EvilWhiteDragon wrote on Wed, 19 January 2011 09:28

halo2pac wrote on Wed, 19 January 2011 00:28

If Westwood Studios thought tunnel beacons were a glitch they would have patched it. Since all developers extensively test their products. Hence again... Strategy.

Blue hell is a strategy now?


Yeah man, great way of killing someone's Orca in an Apache, blue hell 'em!


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Caveman wrote on Fri, 21 January 2011 08:26

Well this topic is still going on. I have to say I haven't watched much Anime recently (maybe a year or so) the last thing I saw was GITS (for the third time)

Im not too sure whether I just dont enjoy Anime anymore or whether its just I dont have time really to shit and watch it.






Re: Tunnel Beacons [message #442960 is a reply to message #442917] Wed, 19 January 2011 08:36 Go to previous messageGo to next message
Spyder
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Caveman wrote on Tue, 18 January 2011 13:09

Glacier Flying (which is the best rene map, period)



Big Ups

I don't think tunnel beacons would be too hard to block. Just define the tunnel areas, from which beacons can damage a building, with script zones. When a beacon is placed in that specific zone the game will ignore the damage done to the building, however it still does damage to the surrounding enemies.
Re: Tunnel Beacons [message #442971 is a reply to message #442960] Wed, 19 January 2011 17:00 Go to previous messageGo to next message
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LMFAO!! @ those defending tunnel beacons!

The only counter to a laid beacon is to disarm it. If disarming is not possible due to an unintended consequence of the map's design, then it's a glitch.

Those who say "well, fight thru the tunnels and disarm it!" don't make me laugh. It also has nothing to do with which team is better. First off, there's part of the map terrain on the way! This automatically makes the beacon unfair...not to mention the ticking down seconds of the beacon.

Tunnel beaconing is completely different to laying a beacon right next to a building and covering it with a gang of ramjets. Now that's fair. It's also fair if there's a APC covering the beacon as well! But it IS NOT fair when there's half of a map's hill covering it lol. If anyone can't see the sense in that, then I blame it on TAPS Syndrome.


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Re: Tunnel Beacons [message #442982 is a reply to message #442971] Wed, 19 January 2011 19:19 Go to previous messageGo to next message
cmatt42 is currently offline  cmatt42
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Starbuzzz wrote on Wed, 19 January 2011 18:00

But it IS NOT fair when there's half of a map's hill covering it lol. If anyone can't see the sense in that, then I blame it on TAPS Syndrome.

So pretty much the nuke/ion cannon shouldn't do damage inside the tunnels, but only to the area on the outside, e.g. buildings, vehicles, and infantry. Makes sense to me.


Re: Tunnel Beacons [message #442991 is a reply to message #442982] Wed, 19 January 2011 21:04 Go to previous messageGo to next message
Starbuzzz
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cmatt42 wrote on Wed, 19 January 2011 20:19

Starbuzzz wrote on Wed, 19 January 2011 18:00

But it IS NOT fair when there's half of a map's hill covering it lol. If anyone can't see the sense in that, then I blame it on TAPS Syndrome.

So pretty much the nuke/ion cannon shouldn't do damage inside the tunnels, but only to the area on the outside, e.g. buildings, vehicles, and infantry. Makes sense to me.


lmfao

why twist what I said.


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Re: Tunnel Beacons [message #442998 is a reply to message #442982] Thu, 20 January 2011 03:43 Go to previous messageGo to next message
Spyder
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cmatt42 wrote on Thu, 20 January 2011 03:19

Starbuzzz wrote on Wed, 19 January 2011 18:00

But it IS NOT fair when there's half of a map's hill covering it lol. If anyone can't see the sense in that, then I blame it on TAPS Syndrome.

So pretty much the nuke/ion cannon shouldn't do damage inside the tunnels, but only to the area on the outside, e.g. buildings, vehicles, and infantry. Makes sense to me.


That's where my theory comes walking through the door...
Re: Tunnel Beacons [message #442999 is a reply to message #442998] Thu, 20 January 2011 03:45 Go to previous messageGo to next message
EvilWhiteDragon is currently offline  EvilWhiteDragon
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Technically the nuke/icn should just do damage where it first hits some mesh. So in tunnels it would be somewhere on the hill. In a building it will first hit the building, and thus damage the building most, and a lot less than the inf on the ground.

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Re: Tunnel Beacons [message #443003 is a reply to message #442999] Thu, 20 January 2011 05:24 Go to previous messageGo to next message
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EvilWhiteDragon wrote on Thu, 20 January 2011 11:45

Technically the nuke/icn should just do damage where it first hits some mesh. So in tunnels it would be somewhere on the hill. In a building it will first hit the building, and thus damage the building most, and a lot less than the inf on the ground.


Some fan-made maps use sky domes, don't know if they're collision items, but if they are beacons will never work, they'd probably only try to damage the sky dome.
Re: Tunnel Beacons [message #443086 is a reply to message #442953] Sat, 22 January 2011 14:00 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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EvilWhiteDragon wrote on Wed, 19 January 2011 02:28

halo2pac wrote on Wed, 19 January 2011 00:28

If Westwood Studios thought tunnel beacons were a glitch they would have patched it. Since all developers extensively test their products. Hence again... Strategy.

Blue hell is a strategy now?

I blue hell myself whenever someone is about to kill my tank.


Re: Tunnel Beacons [message #443116 is a reply to message #443086] Sun, 23 January 2011 02:33 Go to previous messageGo to next message
EvilWhiteDragon is currently offline  EvilWhiteDragon
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Jerad Gray wrote on Sat, 22 January 2011 22:00

EvilWhiteDragon wrote on Wed, 19 January 2011 02:28

halo2pac wrote on Wed, 19 January 2011 00:28

If Westwood Studios thought tunnel beacons were a glitch they would have patched it. Since all developers extensively test their products. Hence again... Strategy.

Blue hell is a strategy now?

I blue hell myself whenever someone is about to kill my tank.

You do know that on the server, the tank is still there eh?


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Re: Tunnel Beacons [message #443124 is a reply to message #443003] Sun, 23 January 2011 09:27 Go to previous messageGo to next message
liquidv2 is currently offline  liquidv2
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EvilWhiteDragon wrote on Thu, 20 January 2011 11:45

Technically the nuke/icn should just do damage where it first hits some mesh. So in tunnels it would be somewhere on the hill. In a building it will first hit the building, and thus damage the building most, and a lot less than the inf on the ground.

that means on canyon GDI can do an ion cannon beacon under the nod base in the tunnels behind the pillars and kill the airstrip with complete cover

i'm glad it doesn't work that way Surprised


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Re: Tunnel Beacons [message #443190 is a reply to message #442822] Mon, 24 January 2011 16:08 Go to previous messageGo to next message
StealthEye is currently offline  StealthEye
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That's where the other idea of "not being able to transmit location" would come into play... But yeah, there are probably disadvantages to any "fix" that is suggested, so I don't think we can/should change much to the current situation.

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Re: Tunnel Beacons [message #443252 is a reply to message #442822] Tue, 25 January 2011 21:22 Go to previous messageGo to next message
halo2pac is currently offline  halo2pac
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Basically create a plugin that reads points of the edge of an area where the beacon is not allowed and search Google for a C++ function like so http://sidvind.com/wiki/Point-in-polygon:_Jordan_Curve_Theorem to see if the point is in the area then disallow planting.

*(Looks at reborn who likes to play with plugins)*


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[Updated on: Tue, 25 January 2011 21:23]

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Re: Tunnel Beacons [message #443261 is a reply to message #442822] Wed, 26 January 2011 05:47 Go to previous messageGo to next message
reborn is currently offline  reborn
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What you linked to was very interesting, I vaguely remember hearing of that theorum before when I was at school, it would clearly work and would be an inexpensive way to do it.
However, to create an accurate representation of the 3D shape (being the tunnels) you would need to collect many coordinates using level edit, I wonder whether it would actually end up being more work?



Re: Tunnel Beacons [message #443268 is a reply to message #442822] Wed, 26 January 2011 10:41 Go to previous messageGo to next message
Dover is currently offline  Dover
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I'm not convinced there's anything here that needs "fixing". It's only "unfair" and "cheap" (barf) if the playerbase doesn't learn how to deal with it, and they'll never be forced to if this "bug" is patched out of existence. C&C_Field could use a bit of shaking up, anyway.

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Re: Tunnel Beacons [message #443549 is a reply to message #442822] Fri, 04 February 2011 17:54 Go to previous messageGo to next message
grant89uk is currently offline  grant89uk
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I want to be able to jump on top of an apc and place a nuke there without it falling through to the floor.

Make this happen Razz
Re: Tunnel Beacons [message #443560 is a reply to message #443549] Sat, 05 February 2011 02:11 Go to previous messageGo to next message
Spyder
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grant89uk wrote on Sat, 05 February 2011 01:54

I want to be able to jump on top of an apc and place a nuke there without it falling through to the floor.

Make this happen Razz


You can jump on top of an APC, you can place a nuke there and it will not fall through the floor. If I'm correct it will just hang in the air.
Re: Tunnel Beacons [message #443563 is a reply to message #443560] Sat, 05 February 2011 04:24 Go to previous messageGo to next message
EvilWhiteDragon is currently offline  EvilWhiteDragon
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Spyder wrote on Sat, 05 February 2011 10:11

grant89uk wrote on Sat, 05 February 2011 01:54

I want to be able to jump on top of an apc and place a nuke there without it falling through to the floor.

Make this happen Razz


You can jump on top of an APC, you can place a nuke there and it will not fall through the floor. If I'm correct it will just hang in the air.

You can also do it with Humvees.



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Re: Tunnel Beacons [message #443570 is a reply to message #442822] Sat, 05 February 2011 11:26 Go to previous messageGo to next message
grant89uk is currently offline  grant89uk
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defeats the purpose though. I want it to stick to the vehicle so you can just load nukes/ions on an apc and drive around till it kills something.
Re: Tunnel Beacons [message #443587 is a reply to message #443570] Sat, 05 February 2011 18:53 Go to previous messageGo to next message
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Forcing the Ion Cannon Satellite to realign continuously can get you court-martialed.

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Re: Tunnel Beacons [message #443764 is a reply to message #443116] Fri, 11 February 2011 09:52 Go to previous messageGo to next message
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EvilWhiteDragon wrote on Sun, 23 January 2011 02:33

Jerad Gray wrote on Sat, 22 January 2011 22:00

EvilWhiteDragon wrote on Wed, 19 January 2011 02:28

halo2pac wrote on Wed, 19 January 2011 00:28

If Westwood Studios thought tunnel beacons were a glitch they would have patched it. Since all developers extensively test their products. Hence again... Strategy.

Blue hell is a strategy now?

I blue hell myself whenever someone is about to kill my tank.

You do know that on the server, the tank is still there eh?

That is not always the case, beings if a player gets blue hell'd on the RP2 server and they press the key that forces you out of a vehicle the server sends a message saying, "PlayerName was killed by jumping out of a vehicle at (Random huge number here) miles per hour."

Not saying this always happens, but some blue hells are indeed server side, beings the server is the only one calculating the speeds of vehicles in RP2, thus the blue hell has to be its end otherwise the player would simply get out of the vehicle server side and live.


Re: Tunnel Beacons [message #443783 is a reply to message #443764] Sat, 12 February 2011 10:57 Go to previous message
HaTe is currently offline  HaTe
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Who cares about tunnel beacons? It's not that hard to disallow it within certain servers...besides, it gives moderators an excuse to actually moderate now-a-days

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