remove water damage/drowning?
Dustin Diamond
05-24-2006, 07:02 PM
Sorry for the barrage of questions today, but I've got one more. Is it possible, within a map (not server side), to remove water damage? Or maybe extend the amount of breath that each player has?
I was playing my charlie remake (dod_strand) with my friend the other day and noticed a problem. Currently, if I make allies start underwater, you have around a second or less to move before you start drowning, due to the long wait at the round start. To get around that, i made everybody start in shallower water, but, as axis, you can then see the people spawn and they are easy to shoot before they have much time to do anything.
I could increase the fog so axis can't see the allies at all when they spawn, but that also means they wont be able to see the water one bit, and that just plain stinks. I was hoping there was a way to remove water damage. Even extending breath would be ok.
Thoughts?
Neutrino
05-24-2006, 07:26 PM
getting shot in the water should probably be one of the challenges of the map, rushing up the beach.
but, you do need some cover. maybe have some higgins boats on a slight angle, and try to put a few spawn points behind it? (having the water still shallow, so the players dont drown)
i dont know though. how did charlie do it? or in that case, all the other beach maps. just dont spawn all the axis too close to the bunkers, maybe just a few to wipe out a good portion of the first wave of allies.
ultranew_b
05-24-2006, 07:44 PM
You could also just have the allies spawn IN the higgins boats w/ doors.
:)
Dustin Diamond
05-24-2006, 08:48 PM
supposing i spawned people IN the boats. Then, after the initial start of the map, all german snipers/mgs would just have to wait for people to appear in the boats and just gun them down. That's no good. Sure it would be great for the beginning of the level, but not after that.
The problem is that i dont want the axis team to see exactly when an allied soldier respawns. It's easy now to see precisely when the figure appears, then you just aim and shoot. That is bad. I'd rather have allies come out of the water at semi-unexpected places.
The best way to do this would be to start IN the water, but then comes my problem as stated in the first post.
JossiRossi
05-24-2006, 09:28 PM
Not sure if there is a spawn point priority system, but if the player spawning in random to any single spawn point you could just add TONS of allied spawn points. So that the germans won't know for certain what spot on the beach a player will spawn. This will cause issues with small player numbers but a beach map like this probably already has that issue.
Swimming is awkward and I think you should avoid it at all costs - a gradual slope. And you should do whatever the fog needs to make most atmospheric sense.
I like what Neutrino said about making them spawn behind angled boats. Problem is that there wouldn't be ENOUGH cover for 16 spawn locations.
What JossiRossi said about making lots of spots and make it random... it sounds like it could work... but I think there is a priority.
So lets say there is a priority... then make the first five or six or so safely positioned behind angled boats (without having to make it look to cheesey). More than five or six players rarely spawn togather, aside from spawn start which isn't an issue anyway.
I'd go with something like that for the first build and not worry about it too much because, in effect, <3<3<3<3 plays out different.
Good luck, the map looks sick.
SilentSteps
05-25-2006, 12:43 PM
I don't know if it's possible, but how about having a few dummy soldiers to make whoever is on Germans confused?
I don't know if that will work out perfectly well because the players like to jump and move their mice around while frozen.
Ca-Chicken-Soup
05-25-2006, 03:38 PM
There must be a sever cvar that you could change to exend breath on map spawn. search the valve wiki http://developer.valvesoftware.com/wiki/Main_Page
I can't think of a way to make water not water with entites and such...
Dustin Diamond
05-25-2006, 04:46 PM
Originally posted by Ca-Chicken-Soup
There must be a sever cvar that you could change to exend breath on map spawn. search the valve wiki http://developer.valvesoftware.com/wiki/Main_Page
I can't think of a way to make water not water with entites and such...
I've been up and down and back and forth in that wiki and it's got nothing. I think I'll combine all ideas here and see how it works.
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