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Author Topic: 4cps  (Read 4602 times)

Heenok

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4cps
« on: October 05, 2012, 10:59:31 am »

when the game start the cps configuration is like this

but it should look like this to be viable
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Humble Master

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Re: 4cps
« Reply #1 on: October 06, 2012, 09:00:00 am »

So how would it work of both teams started capping the two CPs at once?
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Takapajula

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Re: 4cps
« Reply #2 on: October 06, 2012, 09:28:23 am »

So how would it work of both teams started capping the two CPs at once?
Both teams just would be capping their CPs. The team that captures first can move to the next CP, while the other team must run back.

Just like in 5 and 3 CP maps where the middle has already been capped.
« Last Edit: October 06, 2012, 09:28:57 am by Takapajula »
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Humble Master

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Re: 4cps
« Reply #3 on: October 07, 2012, 06:51:42 pm »

Oh yah derp. Man I was not thinking when I posted that.

Alright then yes this idea has my support.
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CandleJack

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Re: 4cps
« Reply #4 on: October 08, 2012, 01:14:27 pm »

shouldn't this be under bug fixes?
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Psychopath

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Re: 4cps
« Reply #5 on: October 08, 2012, 02:53:23 pm »

It's technically not a bug, just a result of an oversight that has yet to be caught due to the lack of 4cp maps.
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Phantom Brave

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Re: 4cps
« Reply #6 on: October 08, 2012, 06:18:20 pm »

it is a bug


it's just not none that matters, it's like complaining that the bullet hitboxes aren't 1px lines like rockets are
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Machidro

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Re: 4cps
« Reply #7 on: October 09, 2012, 12:21:31 am »

I think it's pretty much a bug.

However, it's actually a fairly big issue, even if there aren't a lot of 4cp maps. I'd vote for acceptance.
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Phantom Brave

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Re: 4cps
« Reply #8 on: October 09, 2012, 01:58:01 am »

There are like no 4cp maps. Not "not a lot". None.
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Machidro

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Re: 4cps
« Reply #9 on: October 09, 2012, 02:01:26 am »

There's one in the OP. That's enough to justify a change for this kind of mistake, especially since a single line check in CP's step like this:

Code: [Select]
if global.CpTotal=4 and owner=noone {owner=TEAM_RED;}

would be more then sufficient to fix the problem.
« Last Edit: October 09, 2012, 02:02:01 am by Gardicolo »
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Phantom Brave

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Re: 4cps
« Reply #10 on: October 09, 2012, 02:57:41 am »

I don't see a 4cp map in the op
I don't even see an image
I don't even see an original post
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Machidro

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Re: 4cps
« Reply #11 on: October 09, 2012, 09:23:54 am »

(click to show/hide)

Images
Problem:


How it should look:


No excuses, this is a fairly lame glitch/oversight that is dead easy to fix.
« Last Edit: October 09, 2012, 09:24:38 am by Gardicolo »
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Phantom Brave

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Re: 4cps
« Reply #12 on: October 09, 2012, 09:26:43 am »

you're a fairly lame glitch/oversight that's dead easy to fix too

doesn't mean I'm doing anything about you
« Last Edit: October 09, 2012, 09:26:54 am by Chartreuse »
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Phantom Brave

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Re: 4cps
« Reply #13 on: October 09, 2012, 09:28:23 am »

Really though even-numbered Push CP is never going to be supported, the lack of a midfight completely breaks the gamemode's pacing mechanics, don't ask me (and probably not psycho either) for it

it's equivalent to neutral flag CTF or gravelpit style A/D CP
« Last Edit: October 09, 2012, 09:30:06 am by Chartreuse »
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Takapajula

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Re: 4cps
« Reply #14 on: October 09, 2012, 09:49:00 am »

Really though even-numbered Push CP is never going to be supported, the lack of a midfight completely breaks the gamemode's pacing mechanics, don't ask me (and probably not psycho either) for it
Maybe people will make good maps that have these "pacing mechanics", so why not add the little piece of code into the game so people at least could try it out for fun.

It's still way better gamemode than generator.  :hehe:
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