[Fixed] grappling hook aborts due to any kind of weapon hits

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J.Creutzfeldt
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Joined: Jun 2010
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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! Winking

Cheers
J. Creutzfeldt

J.Creutzfeldt
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Joined: Jun 2010
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Re: grappling hook aborts due to any kind of weapon hits

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;
}

D e c e m b e r
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brb24hours's picture
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Re: grappling hook aborts due to any kind of weapon hits

It is a feature. And that behaviour is currently not configurable. Post your suggestion please.

J.Creutzfeldt
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Re: grappling hook aborts due to any kind of weapon hits

Ahh I see - many thanks for the fast clarification and also for the chance to make a suggestion! So please let me explain to you:

We've played CTF using the CPMA for years now. Finally we successfully migrated our environment to excessiveplus this year and have just been wondering about the collapsing hook "feature"... even more because CPMA behaves exactly the other way around: In comparison to xp in CPMA the hook stays stable even under heavy attacks! Winking

We would suggest the following:

1.) Please keep on profiting from excessiveplus' greatly appreciated configuration flexibility and make the hook collapsing behavior configurable.

2.) Depending on the result of our first sugestion we would suggest to differentiate the following HOOK_COLLAPSE cases:

a.) HOOK_COLLAPSE_ON_HITS (the default: the hook collapses on any kind of hits)
b.) HOOK_COLLAPSE_OFF (hook does not collapse on any hits)
[ c.) HOOK_COLLAPSE_ON_FRIENDLY (hook collapses on friendly fire hits only) ]

Sadly we don't know how much development efforts have to be made for this enhancement (especially whether the differentiation between "friendly fire hits" and "enemy hits" is possible at all). Therefore our option "c.)" would be completely optional to implement at least from our point of view.

Just a guess as we had no look into the sources, yet: in case you do not want to introduce new/additional configuration settings into the server's configuration possibly the weapon style bit field could be used for the above differentiation?!

OFF-TOPIC: Is there a chance for us to get access to the excessiveplus sources just to get a first impression regarding a possible patch?

Cheers
J. Creutzfeldt

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brb24hours's picture
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Re: grappling hook aborts due to any kind of weapon hits

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.

J.Creutzfeldt
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Joined: Jun 2010
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Re: grappling hook aborts due to any kind of weapon hits

Sorry, I do not understand your answer within the context to our question and our suggestion.
Could you please go into more details?

Last but not least let me please repeat our suggestion:

If a player uses the hook and gets attacked (e.g. hit by machinegun) the hook should not release as in most other mods, most notable CPMA.

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brb24hours's picture
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Re: grappling hook aborts due to any kind of weapon hits

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.

J.Creutzfeldt
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Re: grappling hook aborts due to any kind of weapon hits

Now it's clear to me and your suggestion sound very fine and it offers great flexibility!

/vote yes

<J.Creutzfeldt on offence>
When will this feature be available for testing? Winking
</J.Creutzfeldt on offence>

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xpaliminium's picture
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Joined: Nov 2005
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Re: grappling hook aborts due to any kind of weapon hits

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.

Wanna avoid seeying mow, skull & co Surprise

Check this peacefull place

lagstard
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rabusmar's picture
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Joined: Jan 2008
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Re: grappling hook aborts due to any kind of weapon hits
¯¯__█ALI█¯¯__ wrote:

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.

Había una vez un barco chiquito...

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xpaliminium's picture
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Re: grappling hook aborts due to any kind of weapon hits
lagstard wrote:

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 ?

Wanna avoid seeying mow, skull & co Surprise

Check this peacefull place