Quote:
Originally Posted by thetwistedpanda
Could we also get a cvar to enable/disable the section of text that is in bold? Or perhaps a cvar to define what "close" actually means? I'm seeing a lot of instances where players in the server are too close to be teleported, but yet far enough away for beacons to be of no use (due to distance / brushes / etc). Better yet, both! .
Thanks!
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Yeah the whole teleport thing is a great idea in theory, horrible in implementation. If I knew more about vectors and stuff, I could make it work really well.
I have no idea what the distance units are, but the current value is "600,000". In realistic looking terms, thats about 20 feet. The problem is, multileveled maps (ct spawn/short-a on D2), players can literally be only feet from each other, yet never teleport because they're on top of one another, or seperated say by only a wall.
Rather than add another cvar, I think I'd rather figure out a more logical way to do the teleport based on vectors and trace rays (to see if a wall is inbetween them).
Thanks for the input though. I do feel your frustration with the teleport stuff. I use it too. =)
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