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Spinner
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Join Date: Nov 2004
Location: Michcigan
Old 04-19-2006 , 22:08  
#291

I can sum It up with one word


"Airboats"
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lex_talionis
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Join Date: Aug 2005
Location: Austin, TX
Old 04-19-2006 , 22:26  
#292

Quote:
Originally Posted by Spinner
I can sum It up with one word


"Airboats"
Spinner,

I thought you were the "guru" on spawning "Airboats" and other vehicles?

Lex
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c0ldfyr3
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Join Date: Aug 2005
Location: Ireland
Old 04-20-2006 , 00:07  
#293

Airboats would take a looooooooong time.
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lex_talionis
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Join Date: Aug 2005
Location: Austin, TX
Old 04-20-2006 , 00:25  
#294

Quote:
Originally Posted by c0ldfyr3
Airboats would take a looooooooong time.
roger that! how about fixing stuck zombies for good, how long would that take?

Lex
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Undisclosed
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Join Date: Apr 2006
Old 04-20-2006 , 01:00  
#295

lol, imagine flying zombies chasing humans on airboats
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c0ldfyr3
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Join Date: Aug 2005
Location: Ireland
Old 04-20-2006 , 02:29  
#296

Quote:
Originally Posted by lex_talionis
Quote:
Originally Posted by c0ldfyr3
Airboats would take a looooooooong time.
roger that! how about fixing stuck zombies for good, how long would that take?

Lex
I tried it tonight, let me know how it goes. If its working, try reducing the cvar I told you about, untill theres no sticking and its lower than it is.
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Undisclosed
Junior Member
Join Date: Apr 2006
Old 04-20-2006 , 02:45  
#297

airboats_playtest2? What cvars should i lower???
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Spinner
Member
Join Date: Nov 2004
Location: Michcigan
Old 04-20-2006 , 07:38  
#298

Quote:
Originally Posted by Undisclosed
airboats_playtest2? What cvars should i lower???
None, no cvar will make It so you will be able to work the boats.........

Was a bad Idea sorry I brought It up.
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lex_talionis
Member
Join Date: Aug 2005
Location: Austin, TX
Old 04-20-2006 , 10:03  
#299

Folks version "x" is out now...

So I noticed:

Code:
0.9.7 x
=======
- Added new cvar zombie_stuckcheck_radius. (See Installation)
- Changed default value of zombie_stuckcheck_radius to 30.
- Fixed rare crash bug on round_start.
and in installation.txt new cvar:

Code:
zombie_stuckcheck_radius 30				// When someone is zombied, if the attacker and victim are closer than this, it moves the attacker backwards to this distance. Trying to remove sticking.
c0ld, you also privately told me about cvar:

Code:
zombie_stuckcheck_move      12.0                       // How far away from each other they should be positioned when confirmed as being stuck.
Is zombie_stuckcheck_move a cvar in version "x" too? If so, then should it be used and is 12 a good value?

I need help with some more explaination of these. Are these cvars implemented to only assist !zstuck command working better OR do these help midigate zombies getting stuck in the first place, or perhaps checkes really quick for sticking and auto-moves? I'm confused here.

Thanks,
Lex
p.s. I have some ideas and thoughts on just basics of game-play that I will share later today in this thread and would like considered before version "y" and "z" are released.
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c0ldfyr3
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Join Date: Aug 2005
Location: Ireland
Old 04-20-2006 , 11:32  
#300

z0ombie_stuck_move was removed.

zombie_stuckcheck_radius has two purposes.

When you Zombify someone, it checks the distance between both of your current locations and if its less than this distance, it moves the 'attacking' player backwards to zombie_stuckcheck_radius distance. So as not to move players off of a ledge they may be on at the time.

When someone uses !zstuck, the same thing happens except it checks for the closest player to the user who issued the command.

Hope this clears things up.

Also, im all ears with regards to suggestions!
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