Editing and Customization > Community Content
[GAMEMODE] Thunderball
killermonkey:
What I meant by a distance bound was that it shouldn't be like the sniper rifle. Have a max radius about which you MAY pass the thunderball via hit-scan methods. This would make it fairer to the receiver who wouldn't all of a sudden get the thunderball from someone in the watch tower of runway whilst they are just spawned in the cargo area.
I, of all people, advocate NO physics based weapons, its just a god damn mess.
VC:
It's not like you can expect dodging physics objects to work in Source Engine. It's not like the engine was optimized for hitscan at the expense of physics or anything. It's not like the Thunderball won't just bounce off of a bottling tank and then you're waiting for it to respawn on you so you can try again. It's not like the guy spamming +use on the door won't trap you with a physics ball that can't fit through the gap in the wiggling door while a hitscan could clip his elbow and give you a chance to get rid of it. It's not like it's not like it's not like, or anything, or anything.
Trying to out-sarcasm the VC, someone's bucking for position.
If you don't allow unlimited passing range, then you have to do something about the fuse. The simple solution is to keep the pin in the grenade until the first pass, but then someone can just sit on it all day. Trying to automate it by starting the timer when a player gets within pass range takes a lot of math, but could be made practical if handled judiciously. You still have the problem of the enemy simply running away while out of range, though. That's a big enough problem with two-man Living Daylights on even small maps like Facility.
killermonkey:
Your retort is enlightening. This will require some play testing to get right... and yes we need to hire more griefers
VC:
Should I get a hold of Weclock and Boris?
CCsaint10:
This gamemode is going to be kick ass. Thanks you for writing up Andrew. :)
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