[Fixed] grappling hook aborts due to any kind of weapon hits
Hi,
we are currently running excessiveplus 2.0a on both sides (server and clients).
During playing CTF (gametype 4) with grappling hook enabled we have detected the following (always reproducible but strange seeming) grappling hook behavior:
If you were hit by any weapon (during hooking) the hook aborts immediately. That's very annoying especially in case you entered the enemy's base, take the flag and try to escape using the hook - just a single machine gun hit (even a rocket splash) will result in the loss of the currently "hooked connection"...
As we are unsure whether this behavior works as originally intended we would kindly like to ask whether you could possibly give us a hint to solve this problem. In short: is it a bug or a feature?
Thanks a lot for your support and the really rocking mod - EXCELLENT!
Cheers
J. Creutzfeldt
It is a feature. And that behaviour is currently not configurable. Post your suggestion please.
I think the good option for the grappling hook could be a way to setup the least knockback suffered, that is enough to auto-release the hook (breaking knockback). Regardless of team for the first try.
To the off-topic I can only say that the Excessive Plus is going to stay a closed-source project.
For every weapon you can setup the damage along with the knockback that are inflicted to the target. With that new option (what I am talking about) you can also setup the knockback sensitivity of the hook. If you set it to zero, then you get the current behaviour (hook is released by any hit). And if you set it to some high value, then hook will never be released by hit. However the hook is always released by self knockback.
I have noticed that shotgun brakes many times other oponents shots by
generating packet loss.
If it's true, then there should be a "Shot braker" for each weapon in the config file.
example :
Shotgun { ... Shot Braker = WP_RAILGUN | WP_ROCKET_LAUNCHER; ... }
here shotgun will cancel the fire of oponents railgun and rocket launcher if he hits first.
I have noticed that shotgun brakes many times other oponents shots by
generating packet loss.If it's true, then there should be a "Shot braker" for each weapon in the config file.
example :
Shotgun { ... Shot Braker = WP_RAILGUN | WP_ROCKET_LAUNCHER; ... }here shotgun will cancel the fire of oponents railgun and rocket launcher if he hits first.
Won't implement: missiles are handled with ShootableMissiles, and hitscan weapons can't be stopped with other hitscan weapons.
Won't implement: missiles are handled with ShootableMissiles, and hitscan weapons can't be stopped with other hitscan weapons.
ShootableMissiles ? is that in weapon config or server one or client side ?
does server send a packet for each missile when enabled ?
Here's our grappling hook related server config section:
Grapple {
Offhand = yes;
Cycle = 600;
Damage = 0;
Speed = 1800;
Pull Speed = 700;
// Grapple Style
// WPS_GRAPPLE_ROPE - You will swing around like hanging on a rope
//Style = WPS_GRAPPLE_ROPE;
Style = no;
Time = 1.5;
}