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  • R00k
    replied
    I'm sure this is all well and good, trial and error yadda yadda.

    But this only benefits, the observers wanting to get on with the game.
    Not really the round at hand. If I had sub 50h/0a and i had 2 opponents with +50h +20a
    sure, I will do a song and dance and try to divide them up. Not this 20 second count down just to be decimated in an open area...

    either way prior to this CQL tourney, I really dont want to make changes YET to the gameplay as people are signing up with the idea in their head, to play a tournament as the game IS now. But this can be changed for future versions, if the populace wishes.

    Leave a comment:


  • Cataklysque
    replied
    There are several variables I'm leaving out, and to be honest I'm not entirely sure how the code works.

    That being said, what I do know that I have not mentioned is that in CACE they get a 20 second countdown visibly on screen before time runs out, this can be interupted by damage being done on either side.

    At this point I'm only interested in DM3. In CACE they would spawn at Pent facing each other. One would be between water and MH (but centered), and the other closer to lifts. Teams would spawn on the same side.

    If I knew anything about modding I would test and implement it myself.

    Leave a comment:


  • Zop
    replied
    You said countdown until members teleport to a certain location, but if it's 2v1 or worse a the end, you might as well just kill the last person. Plus, how to determine how to face and place the players fairly when they teleport there? He also mentioned compatibility with other maps, and even if someone was willing to get locations for ALL the current maps, new maps still come out occasionally...

    Leave a comment:


  • Cataklysque
    replied
    I can't think of a reason where hitting a team mate would be anything other than a missed shot. Not a good reason, anyway.

    R00k, how possible would it be to implement a countdown-spawn that I mentioned earlier in this thread? The CQL is starting up next week, and if it's anything like QWCA, people will be making matches last hours.

    Leave a comment:


  • R00k
    replied
    Pretty much, any shot that doesnt hit an enemy counts as a missed shot.
    The above code basically adds the reciprocal of the damage fired thus nulls that shot out. So, rj's are not counted. Should shots hitting teammates not count either?

    Leave a comment:


  • Canadian*Sniper
    replied
    rocket splash hits teammate (-eff)
    rocket splash hits enemy (+eff)
    rocket directly hits teammate (-eff)
    rocket directly hits enemy (+eff)
    rocket splash only hits you (doesn't effect eff)

    how about this?

    Leave a comment:


  • R00k
    replied
    Ok, I'll supress RJ's from effecting eff.

    Code:
    	if (ca_gametype & CA_MATCH_MODE)
    	{
    		if ((targ.next_team == attacker.next_team) && (attacker.classname == "player"))
    		{
    			if ((inflictor.classname == "grenade") || (inflictor.classname == "missile"))
    			{
    				if (attacker == targ)
    					attacker.stats_rl_frac = attacker.stats_rl_frac + damage;//RJ eff supression
    				
    				dir = targ.origin - (inflictor.absmin + inflictor.absmax) * 0.5;
    				dir = normalize(dir);
    				if (ca_gametype & CA_LOW_SPLASH)
    					targ.velocity = (targ.velocity + ((dir * damage) * 9.66));
    				else
    					targ.velocity = (targ.velocity + ((dir * damage) * 8));
    				return;
    			}
    		}
    	}
    done.:d

    The way the Rockets Efficiency is calculated is DAMAGE Incurred to enemy DIVIDED by Shot damages Fired. If no damage was incurred for that shot then its a miss. and thus the Total shot damage fired is increased by that last shots damage. (erm make sense?) What is happening is that team damage avoidance was called prior to stats and so, the RJ was calculated as a missed shot

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  • Cataklysque
    replied
    I still think it's misleading and that only hits and direct hits are worth mentioning. I tend to RJ a lot and shoot more rockets than most - my RL eff is usually around 5%.

    Leave a comment:


  • Zop
    replied
    RJs effecting eff is an interesting facet, but since everyone does it, I think it works out when comparing to each other.

    Leave a comment:


  • Stung
    replied
    Originally posted by tical View Post
    Nades should be limited to 10... good thinking cat
    If not 5.

    All great points overall.

    Leave a comment:


  • R00k
    replied
    maybe, its target practice, but CA = 99% match mode 99.5% dm3

    Leave a comment:


  • PapaSmurf
    replied
    Oh yeah, and practice mode should not make you autospawn. that's a small grievance, but it's annoying for afkers to keep spawning in.

    Leave a comment:


  • PapaSmurf
    replied
    I would like to see a player counter display in CAx. Something simple so you wouldn't have to check +showscores to see how many of your teammates are still alive and how many of the enemy is still alive. So have something like this in the corner of your screen:

    Blue Team: 4 players left
    Red Team: 2 players left

    Another idea I had for CAx was to change how pldown works. I like how it works now, but I also think that rounds should always start with an even number of players from each team (assuming two teams). So, if it's a 4v3, the team with 4 would have one player sit out until a teammate dies. I feel that would make it more fair.

    Leave a comment:


  • R00k
    replied
    Originally posted by getogamer View Post
    One thing that I think would be cool to add is this.

    If you accidentally DC in CAx (*which shouldn't hurt anyone around you) I don't think you should lose your LG for the rest of the match. This happens alot when you are fighting up top and someone knocks you in the water. I think it sucks when this happens at the beginning of a round and you have to suffer the rest of the way through without a LG.

    What I think would be better is if you had a 20-30 sec 'recharge' on the LG and still would have it later in the round.

    Just a suggestion, but definitely not mandatory.
    There is an option in the admin settings for ammo to regen. Currently it's set at deplete, the 3 options are Deplete, Regen, or Always FULL Ammo...
    losing the lg is a penalty true, it could be possible to just loose all your ammo instead.

    Originally posted by getogamer View Post
    *There is a random bug on CAx that allows you to DC and kill opponents that are around you. Don't know if this has been addressed or not.
    It's not a bug. Normal Quake Discharge does 35*cells = 3500 damage radius. Thats the same as over 30 rockets exploding at 1 time. This has be reduced in CAx to "almost" disable the discharge. Instead, the dc does 1*cells, so max damage is 100. If someone is close enough to you when you discharge, and their health is low enough, they could die.

    Leave a comment:


  • Canadian*Sniper
    replied
    Originally posted by Baker View Post
    Maybe just have it to that on DM3 and give players health rot on custom maps.
    That's been argued before and people said that it would be exploited by someone with 100 health against someone with 99 health.

    @getogamer: would you rather explode? Perhaps give the LG and GL back after 15 seconds from when they were taken away.

    Leave a comment:

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