Fortress Forever

Go Back   Fortress Forever > Community > General Discussion

Reply
 
Thread Tools Display Modes
Old 07-11-2007, 12:30 PM   #1
Player
D&A Member
 
Join Date: Mar 2007
Location: Europe
Posts Rated Helpful 1 Times
*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


Last edited by Player; 07-11-2007 at 03:33 PM.
Player is offline   Reply With Quote


Old 07-11-2007, 01:09 PM   #2
GhOsT
 
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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.
GhOsT is offline   Reply With Quote


Old 07-11-2007, 01:43 PM   #3
Paft
Beta Tester
 
Paft's Avatar
 
Join Date: Mar 2007
Location: UK - http://forums.fortress-forever.com
Class/Position: [O] Med
Gametype: CTF/Skills
Posts Rated Helpful 67 Times
Thought-shower
Paft is offline   Reply With Quote


Old 07-11-2007, 02:05 PM   #4
mervaka
A Very Sound Guy!
Fortress Forever Staff
 
mervaka's Avatar
 
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
golden shower.
__________________
Support FF:
mervaka is offline   Reply With Quote


Old 07-11-2007, 02:09 PM   #5
Zaskar
 
Join Date: Mar 2007
Posts Rated Helpful 0 Times
Im guessing you want to know if built into the map teleporters will let you retain your momentum that you had when entering?
Zaskar is offline   Reply With Quote


Old 07-11-2007, 02:23 PM   #6
Ihmhi
[AE] 0112 Ihmhi *SJB
Wiki Team
Fortress Forever Staff
 
Ihmhi's Avatar
 
Join Date: Mar 2007
Location: Newark, NJ, United States
Class/Position: A little bit o' everythin'
Gametype: Also a little bit o' everythin'
Affiliations: [AE] Asseater, *SJB Straight Jacket Brigade
Posts Rated Helpful 3 Times
Send a message via AIM to Ihmhi Send a message via MSN to Ihmhi Send a message via Yahoo to Ihmhi
Lay off the Skittles man, you've been "tasting the rainbow" a little too much lately.
__________________
Support FF:
Anime: The Thread: Reloaded
The one and only anime thread on these here forums.

Select the pistol, and then, select your horse.
Ihmhi is offline   Reply With Quote


Old 07-11-2007, 03:26 PM   #7
Beetle
Beta than eva'
 
Beetle's Avatar
 
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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
Beetle is offline   Reply With Quote


Old 07-11-2007, 03:36 PM   #8
Iggy
Heartless Threadkiller
Beta Tester
Forum Moderator
 
Iggy's Avatar
 
Join Date: Apr 2007
Class/Position: D-Solly / O-Medic
Gametype: CTF
Affiliations: [AE] AssEaters
Posts Rated Helpful 42 Times
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.
__________________
Quote:
Originally Posted by zSilver_Fox
See kids? Only Iggy and FT are good enough to post when high.
Publishers Website My book on BN.com My book on Amazon.com

Friend me on Facebook
Follow me on Twitter
Iggy is offline   Reply With Quote


Old 07-11-2007, 03:37 PM   #9
Player
D&A Member
 
Join Date: Mar 2007
Location: Europe
Posts Rated Helpful 1 Times
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
Player is offline   Reply With Quote


Old 07-11-2007, 07:02 PM   #10
Paft
Beta Tester
 
Paft's Avatar
 
Join Date: Mar 2007
Location: UK - http://forums.fortress-forever.com
Class/Position: [O] Med
Gametype: CTF/Skills
Posts Rated Helpful 67 Times
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?
Paft is offline   Reply With Quote


Old 07-11-2007, 10:24 PM   #11
Circuitous
Useless
Retired FF Staff
 
Join Date: Jun 2005
Class/Position: D Soldier, O Scout
Gametype: AvD
Posts Rated Helpful 9 Times
Send a message via AIM to Circuitous Send a message via MSN to Circuitous Send a message via Yahoo to Circuitous Send a message via Skype™ to Circuitous
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.
__________________
Look at all those dead links.
Circuitous is offline   Reply With Quote


Old 07-11-2007, 10:42 PM   #12
mervaka
A Very Sound Guy!
Fortress Forever Staff
 
mervaka's Avatar
 
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
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..
__________________
Support FF:
mervaka is offline   Reply With Quote


Old 07-11-2007, 11:27 PM   #13
zSilver_Fox
IRL Combat Medic
 
zSilver_Fox's Avatar
 
Join Date: Mar 2007
Location: Ethanol Land
Class/Position: D Medic
Gametype: Conca Jumping
Affiliations: ^iv
Posts Rated Helpful 0 Times
Tele's in source maintain momentum.
__________________
I have a nasopharyngeal and webcam...

First infraction! Flaming!
zSilver_Fox is offline   Reply With Quote


Old 07-12-2007, 01:09 PM   #14
Player
D&A Member
 
Join Date: Mar 2007
Location: Europe
Posts Rated Helpful 1 Times
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?

Last edited by Player; 07-12-2007 at 01:34 PM.
Player is offline   Reply With Quote


Old 07-12-2007, 04:51 PM   #15
mistermojo
the pumps dont work
 
mistermojo's Avatar
 
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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
mistermojo is offline   Reply With Quote


Old 07-12-2007, 05:51 PM   #16
Iggy
Heartless Threadkiller
Beta Tester
Forum Moderator
 
Iggy's Avatar
 
Join Date: Apr 2007
Class/Position: D-Solly / O-Medic
Gametype: CTF
Affiliations: [AE] AssEaters
Posts Rated Helpful 42 Times
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.
__________________
Quote:
Originally Posted by zSilver_Fox
See kids? Only Iggy and FT are good enough to post when high.
Publishers Website My book on BN.com My book on Amazon.com

Friend me on Facebook
Follow me on Twitter
Iggy is offline   Reply With Quote


Old 07-12-2007, 06:34 PM   #17
Zaskar
 
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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.
Zaskar is offline   Reply With Quote


Old 07-12-2007, 07:27 PM   #18
Player
D&A Member
 
Join Date: Mar 2007
Location: Europe
Posts Rated Helpful 1 Times
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.
Player is offline   Reply With Quote


Old 07-12-2007, 09:29 PM   #19
Circuitous
Useless
Retired FF Staff
 
Join Date: Jun 2005
Class/Position: D Soldier, O Scout
Gametype: AvD
Posts Rated Helpful 9 Times
Send a message via AIM to Circuitous Send a message via MSN to Circuitous Send a message via Yahoo to Circuitous Send a message via Skype™ to Circuitous
Quote:
Originally Posted by Player
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.
__________________
Look at all those dead links.
Circuitous is offline   Reply With Quote


Old 07-13-2007, 12:50 PM   #20
Player
D&A Member
 
Join Date: Mar 2007
Location: Europe
Posts Rated Helpful 1 Times
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?
Player is offline   Reply With Quote


Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 12:51 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.