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[TF2] Teleporter Trap Suppression 0.2 (10/01)
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Jindo
AlliedModders Donor
Join Date: May 2009
Location: England, UK
01-11-2010 , 16:29 Re: [TF2] Teleporter Trap Suppression 0.2 (10/01)
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From what I've tested with the default radius cvar, teleporters next to each other won't get destroyed unless one is on top of the other; if they're next to each other on the stair-case, ie side by side, you should be fine since the radius check is so small.
I'll see what I can do about better improving this to check for more than just distance (or check for something entirely different to distance), in the mean time I only posted this because it successfully prevented teleporter traps.
Having said this, I do understand where both of you are coming from, there is a risk of it inaccurately destroying teleporters but testing has shown me so far no problems.
If you have suggestions for how I could more accurately check for teleporter traps then I am more than happy to implement them.
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Last edited by Jindo; 01-11-2010 at
16:40
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