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Old 11-18-2009, 05:51 PM   #1
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Disabling Flag-carrier Resupply?

tl;dr: Disable resupply acquisition when for the flag carrier (feature request: option to disable)
  1. Why should the flag carrier be able to get resupply bags?
  2. What consequences does this have on gameplay (specifically capping the flag)?

Running excitedly back to my base carrying the flag is so much fun! I enjoy it, truly. The reason I enjoy it is because I know I'm the target, the focus of the entire opposing team. Their number one priority shifts from defense to DESTROY THAT DUDE WITH THE FLAG with just a simple proclamation from a rather rugged announcer.

As I happily bounce back to my base, I often notice that I've been shot, blown up, or (if I'm really lucky) stabbed a few times on my way. Passing by the spawn doors, I ponder, "should I go get some more health and armour?" I quickly dismiss the thought, as this would ruin the excitement of the chase, the work of the entire opposing team would be for naught. I continue on towards the cap point, knowing full well that my chances of survival are reduced significantly.

The teamplay-inducing properties of a simple tweak such as this would benefit game play, in my mind and put quite simply, a lot. Medics given a reason to heal me? Hells yes. Engineers spanning my face for armor? Yes pls! Everyone else on the team stepping into the line of fire for my sake and the sake of the flag we are all so fond of? Oh my gosh, am I dreaming <3? Chase me, my other-colored-brothers, chase me ALL THE WAY TO THE CAP POINT, for you still have a chance to redeem your trophy, your similarly-colored flag!

Need I say more?
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Last edited by cjeshjoir™; 11-18-2009 at 05:52 PM. Reason: typo
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Old 11-18-2009, 07:08 PM   #2
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I like the arena gametype for these reasons!
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Old 11-19-2009, 06:53 AM   #3
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I'm confused...are you requesting information on how to do this? b/c it's quite easily done via lua...or are you asking that we implement this on all maps?

Also I agree with 98% of what you said...all except for the engy spamming part b/c that would just end up with them blocking you from capping and 9/10 times a loss of the cap. So yeah, medpacks sure...but everything else, nah.
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Old 11-19-2009, 10:30 AM   #4
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This is a non-issue in league play, as O v O is generally frowned upon. In pub play, it would change the dynamic of the game, and not always for the better:

It could result in the person who fought for the flag to lose it, to someone who didn't "earn" it. Cap theft is a demoralizing thing. Granted, it's a TEAM game, but not everyone sees it that way. I understand cjeshjoir's point, but at it stands, he has the option to "keep it exciting" and simply not enter resapwn.
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Old 12-20-2009, 09:05 AM   #5
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This issue came up again while Pon was modding the LUA for my port of Flagrun. The possibility of holding the flag in the spawn area and delaying the game indefinitely became a potential issue. Implementing a way to clip flag carriers (or respawn the flag upon entering a trigger via LUA (which is the method we chose)) should be considered for a future release.


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...league play...
Gross.
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Old 12-21-2009, 07:48 AM   #6
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Quote:
Originally Posted by cjeshjoir™ View Post
(or respawn the flag upon entering a trigger via LUA (which is the method we chose)) should be considered for a future release.
I'm confused...that is possible, so what are you asking for exactly? If your just wanting to know how you can do that (stop a player from going into the resup with the flag), then that's simple to do.
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Old 12-21-2009, 09:04 AM   #7
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Quote:
Originally Posted by Dr.Satan View Post
I'm confused...that is possible, so what are you asking for exactly? If your just wanting to know how you can do that (stop a player from going into the resup with the flag), then that's simple to do.
I was saying that, ideally, the flag carrier should not be allowed into the respawn area. This is not the same as disabling the ability for the flag carrier to resupply... he should be blocked from entering the resupply area. The first reason was because he could resupply, which would make the people chasing him give up. The second was that the carrier could potentially hold the flag like a llama in the resupply area and delay the game indefinitely.

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Also I agree with 98% of what you said...all except for the engy spamming part
Twas a little joke; everything after tl;dr was for giggles.
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Old 12-21-2009, 09:29 AM   #8
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Considering Team-Only doors are coded via LUA, I'd assume you could also add another stipulation to the code refusing entry if player is holding a flag. (or even have Spawn Room Turrets attack them should they sneak past)
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Old 12-21-2009, 10:57 AM   #9
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Quote:
Originally Posted by Hawk Eye View Post
Considering Team-Only doors are coded via LUA, I'd assume you could also add another stipulation to the code refusing entry if player is holding a flag. (or even have Spawn Room Turrets attack them should they sneak past)
Someone could open the door for them, and I believe the turrets wont target individual players, but only teams.
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Old 12-21-2009, 06:34 PM   #10
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I'm not sure that you can make a wall toggle. Like I think the closest you would get is the solution you have now where you simply can't enter the noannoyances (or whatever trigger you tied it to) with the flag, and if you try it gets sent "home"
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Old 12-21-2009, 06:37 PM   #11
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Flag clip!
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Old 12-21-2009, 06:38 PM   #12
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Quote:
Originally Posted by Dr.Satan View Post
I'm not sure that you can make a wall toggle. Like I think the closest you would get is the solution you have now where you simply can't enter the noannoyances (or whatever trigger you tied it to) with the flag, and if you try it gets sent "home"
Speaking of noannoyances... I haven't gotten them to work... Am I doin it wrong?
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Old 12-21-2009, 06:38 PM   #13
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Quote:
Originally Posted by cjeshjoir™ View Post
Speaking of noannoyances... I haven't gotten them to work... Am I doin it wrong?
yes

what are you doing?
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Old 12-21-2009, 06:42 PM   #14
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Quote:
Originally Posted by Dr.Satan View Post
yes

what are you doing?
Trigger_ff_script volume named noannoyances covering an area
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Old 12-21-2009, 08:13 PM   #15
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make sure the flags section of the entity has the right things set (e.g. ff buildables n grenades n stuff)

cant remember what's needed
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Old 12-22-2009, 07:59 AM   #16
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Quote:
Originally Posted by Elmo View Post
make sure the flags section of the entity has the right things set (e.g. ff buildables n grenades n stuff)

cant remember what's needed
Oh, duh. I assumed it would work regardless, but now that makes sense.
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Old 12-22-2009, 08:44 AM   #17
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yeah, I also had that problem when first using them. I always select:
  • clients
  • everything
  • ff grenades
  • ff buildables

not sure which of those [I]have/I] to be selected, but I know for sure that they work with those ones.
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Old 12-22-2009, 01:19 PM   #18
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yeah, same deal with me guys.. Didn't realise that either (before I found out from someone else!)
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