Ryan Liptak
Ryan Liptak
Now that the flags getting stuck in ceiling bug is fixed, we could safely make the flag pop up in the air when the carrier dies (a la TFC) if...
From http://forums.fortress-forever.com/project.php?issueid=445 > Lasers will go through walls and deal damage. I easily replicated this on shutdown. >  @R00Ki3, I can't reproduce the damage part of this. I've fixed...
From http://forums.fortress-forever.com/showthread.php?t=25037 > Also, that "it's a shotgun" concept is actually the exact reason the single shotgun was such a problem. Shotguns generally are assumed to be good damage dealing...
With the smaller flag bounds, pipe radius doesn't need to be so big anymore. It's currently set to 130. For reference, RPG radius is 100.
See https://github.com/fortressforever/fortressforever/blob/beta/game_shared/ff/ff_gamerules.cpp#L1428-L1433: ``` c++ // In TFC players only do 2/3 damage to themselves // This also affects forces by the same amount if (pEntity == info.GetAttacker() && !pBuildable) flAdjustedDamage...
Using TFC values exactly for HH grenade speed might be a bit overpowered, because FF nades do less damage, so you are getting the same boost for less damage. Could...
From IRC: ``` [18:35] squeek [18:35] can you possible [18:35] possibly [18:35] make it so class configs are only execed on class change? [18:35] rather than every time you spawn...
All of the OutputEvent's for gates, etc should be moved to Lua. I forget when they stopped syncing, but IIRC Lua timers are more accurate.
As suggested by Deconimus on MCF. Looks to be possible in HL1/HL2 due to ClipVelocity. Relevant HL1 code: - https://github.com/ValveSoftware/halflife/blob/5d761709a31ce1e71488f2668321de05f791b405/dmc/pm_shared/pm_shared.c#L548-L578 - https://github.com/ValveSoftware/halflife/blob/5d761709a31ce1e71488f2668321de05f791b405/dmc/pm_shared/pm_shared.c#L753-L801
See http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2181015-squake-quake-style-movement-for-minecraft?comment=23