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Old 07-11-2007, 11:30 AM   #1
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*Teleporters

I had this thought-shower whilst playing Q3 CPMA last night. My idea-mining led me to the following:

Will Fortress Forever have a Q3-style jumping system revolving around the use
of a *teleporter; that is to say, when exiting a *teleporter, is it possible to perform the double jump so commonly used in Q3?


* map-specific, built in, static and usable by every team


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Old 07-11-2007, 12:09 PM   #2
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If I were a dev and even if I liked the idea I wouldn't implement it out of spite for making such an annoyingly formatted post.
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Old 07-11-2007, 12:43 PM   #3
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Thought-shower
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Old 07-11-2007, 01:05 PM   #4
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golden shower.
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Old 07-11-2007, 01:09 PM   #5
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Im guessing you want to know if built into the map teleporters will let you retain your momentum that you had when entering?
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Old 07-11-2007, 01:23 PM   #6
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Old 07-11-2007, 02:26 PM   #7
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hl2 you can throw items with the gravity gun in the teleport and they come out with the same force, so i dont see why not
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Old 07-11-2007, 02:36 PM   #8
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I am thinking of the kind of teleporters that are in Turkeyburgers with the way you described them... I don't recall any momentum carrying through with you though.
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Old 07-11-2007, 02:37 PM   #9
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I was demonstrating my respect for own3r's former posting style.

Quote:
Originally Posted by Zaskar
Im guessing you want to know if built into the map teleporters will let you retain your momentum that you had when entering?
Not entirely. In Q3, no matter how fast you enter, you always exit the same speed if nothing is done to counter this; however, if you were to exit with the "double jump" and some strafing techniques, you come out at speed, travel farther and higher.

Basically, is this, will this or has this been implemented? If not, I hope it could be implemented at a later or date, or now :P
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Old 07-11-2007, 06:02 PM   #10
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Unrelated query (don't want to start a thread): In TFC when you are getting shot at your rifle shots can be hindered. That crap doesn't happen in HL2/FF does it?
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Old 07-11-2007, 09:24 PM   #11
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Paft: Not to my knowledge.

To answer the OP, it should be possible, but I can't confirm that it is!

Our developer-textured concmap (a rough remake of concmap_r) has a teleporter in it that maintains all of your momentum (including directional speeds). If you jumped into this and it was set at exactly ground level, you SHOULD double-jump out of it.

Again, I can't confirm this. I also don't know if that's a specific kind of teleporter. But it should be possible.
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Old 07-11-2007, 09:42 PM   #12
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i use teleporters in my new map, which is just a trigger_teleport and an info_teleport_destination. i might need to convert this to LUA if i want it to be team based though..
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Old 07-11-2007, 10:27 PM   #13
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Tele's in source maintain momentum.
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Old 07-12-2007, 12:09 PM   #14
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The double jump isn't from a surface as such, it is like the Unreal Tournament jump--in-air jumping. You exit the teleporter, press jump and...

EDIT
Also, will the FF team be tweaking the jump pad system (trigger_push?), to work like an actual jump pad rather than a gust of wind?

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Old 07-12-2007, 03:51 PM   #15
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actually that would be pretty cool but im not sure how it would work in a team fortress ctf format, having a teleporter to an enemy base would be too easy (especialyl if it retains speed), having it to random points would be pointless

maybe if the map was built with those in mind it could be cool
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Old 07-12-2007, 04:51 PM   #16
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It could be very usefull, if you are creating a "snipers nest" kind of place in the map. Or on a Rats/Turkeyburgers kind of map...which isn't CTF...but fun nonetheless.
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Old 07-12-2007, 05:34 PM   #17
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maybe a secondary objective of the map to get a key to a teliporter console that enables it for your team as a bit of a shortcut to midfield.
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Old 07-12-2007, 06:27 PM   #18
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Quote:
Originally Posted by mistermojo
actually that would be pretty cool but im not sure how it would work in a team fortress ctf format, having a teleporter to an enemy base would be too easy (especialyl if it retains speed), having it to random points would be pointless

maybe if the map was built with those in mind it could be cool
Teleporters are usually only built with a specific purpose, not to destroy any balance a map may have :P

This capability, in my mind, is great for dm-based maps with many levels for vertical gameplay (think of any q3 map, basically)--and for trick-based maps, too.
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Old 07-12-2007, 08:29 PM   #19
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Quote:
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The double jump isn't from a surface as such, it is like the Unreal Tournament jump--in-air jumping. You exit the teleporter, press jump and...
What?

In FF, double-jumping is in Quake style, where jumping to a slightly higher surface, then jumping off of that, yields a height increase at the cost of speed.

You could jump into a teleporter on the ground and then hold jump as you enter it. If the exit's on the ground as well, it registers you as touching a ground within the necessary timeframe, and you can double-jump.

You're thinking TF2 with the midair double-jump.

Also, so far, no: trigger_pushes are still like gusts of wind.
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Old 07-13-2007, 11:50 AM   #20
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I was not referring to Fortress Forever when that was said, I was not thinking of Team Fortress 2, either--I didn't even know TF2 had a double jump.

Quote:
Originally Posted by Circuitous
You could jump into a teleporter on the ground and then hold jump as you enter it. If the exit's on the ground as well, it registers you as touching a ground within the necessary timeframe, and you can double-jump.
Is the follow-on jump higher than a normal jump?

As for the trigger_push: do you know if it will ever be changed, or if there will be an entirely new entity solving the jump pad issue?
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