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fx02 On a Rampage!
Joined: 04 Jan 2004
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Posted: Sat Jun 26, 2010 7:12 pm Post subject: Cooperative features |
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Rockets in cooperative are 90% of time unusable.
Example:
you shoot some rockets and some noob got in the way and you kill yourself becouse of him standing in front of you, or someone shoots you with bfg/ssg and you kill yourself with rocket becouse he/they moved you a little bit.
Anyway, request is to make players "hollow" (clipping) at some distance or some feature like that to avoid killing ourselves )) It would be also cool if many players could be at the same point.
Maybe is that already possible... so if it is tell me how to adjust it! |
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EarthQuake Wicked Sick!
Joined: 02 Apr 2004 Location: Athens, Ohio. Dieblieber gonna getcha!
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Posted: Mon Jun 28, 2010 2:32 am Post subject: |
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Splashfactor (sv_splashfactor -1) will probably solve all of your problems. It's a server-side variable, so you'll have to find a server that uses it, or request it from a server admin or a user with rcon access. A value of -1 means the "push" factor is still the same, but you'll receive no damage. You can, of course, try other values (both positive and negative) to see what suits you best. By default the value is 1. |
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Empyre Unstoppable!
Joined: 13 Dec 2006 Location: Texas, USA
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Posted: Tue Jul 13, 2010 4:09 am Post subject: |
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If a coop server has sv_splashfactor -1, would that also affect the damage to monsters? |
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fx02 On a Rampage!
Joined: 04 Jan 2004
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Posted: Tue Jul 13, 2010 10:07 am Post subject: |
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Arh, that's not a real solution. It's hard to find server with that option
What about noclip ability for players? Sometimes some players block passegs/lifts, is it possible to add noclip for coop players? |
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Cybershark Spamming!
Joined: 05 Jan 2005 Location: off the grid, but still fighting for the users!
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Posted: Wed Jul 14, 2010 12:20 am Post subject: |
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I think I can safely say there is no way full noclipping would ever be implemented online here. And I really don't know about having players (and player projectiles) be able to pass through each other though, it sounds like co-op would be far to oversimplified.
Teamdamage has been removed from public (ie non passworded servers), and players can no longer telefrag each other in them. I think you shouldn't hold your breath for anything more than that.
The best solution is to stick to maps designed for large numbers of players to run around in, or stick to servers with trusted players. |
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Empyre Unstoppable!
Joined: 13 Dec 2006 Location: Texas, USA
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Posted: Fri Jul 16, 2010 3:48 am Post subject: |
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Since nobody answered my question, I did what I probably should have done in the first place: I experimented to see for myself. With sv_splashfactor -1, the rocket splash damage does damage and pushes monsters like normal, but it has no effect on the player who shot the rocket, not even pushing. That would eliminate map-breaking rocket jumps, but might be unpopular with players. Since I tried it solo, I cannot confirm whether or not other players are pushed. |
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EarthQuake Wicked Sick!
Joined: 02 Apr 2004 Location: Athens, Ohio. Dieblieber gonna getcha!
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Posted: Fri Jul 16, 2010 5:36 am Post subject: |
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They are. It only affects you.
Basically splashfactor serves two purposes: rocket jumping without ill effects, and to prevent players from suiciding off rockets. I don't think it will prevent players from pushing around other players, so it won't be of use there. You can always try it with bots (I would, but I can't figure out how to get em to work now). |
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Empyre Unstoppable!
Joined: 13 Dec 2006 Location: Texas, USA
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Posted: Mon Aug 02, 2010 7:00 am Post subject: |
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This is weird. I tried it again, and now it does push me. Either I did something wrong last time, or this time.
I put sv_splashfactor -1 in the Extra Params box, and it had no effect. I had to enter it in the console. How would I put this in my server? Would I have to manually enter it into the server console every time I launch the server?
Edit: I looked around and found an easy way to set splashfactor in ZDaemon Server launcher 2.0.0.0 b22, but I'd still like to know how to set a sv_xxx variable in the Extra Params box of the local games launcher in ZDLauncher, or in the server launcher's Server Run Options menu.
I'll keep looking and report here if I find the answer. |
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EarthQuake Wicked Sick!
Joined: 02 Apr 2004 Location: Athens, Ohio. Dieblieber gonna getcha!
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Posted: Mon Aug 02, 2010 7:26 am Post subject: |
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You can put it in the server configuration file. |
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Kilgore Air Cavalry
Joined: 17 Jun 2003 Location: Up the river
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Posted: Mon Aug 02, 2010 8:48 am Post subject: |
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Quote: | I'd still like to know how to set a sv_xxx variable in the Extra Params box of the local games launcher in ZDLauncher, or in the server launcher's Server Run Options menu. | Use + to set CVARs directly from the cmd. line: +sv_splashfactor "-1" |
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Empyre Unstoppable!
Joined: 13 Dec 2006 Location: Texas, USA
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Posted: Mon Aug 02, 2010 9:59 am Post subject: |
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Kilgore wrote: | Use + to set CVARs directly from the cmd. line: +sv_splashfactor "-1" | Thanks for the reply! I tested that by copy-and-pasting it into the Extra params box in the Local/Single Player Game... menu in ZDLauncher, and it didn't work. My rockets still hurt me.
Would it be better for me to make a thread in ZDaemon Help & Chatter about this question? |
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phenex2 Unstoppable!
Joined: 10 Jan 2008
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Posted: Fri Sep 24, 2010 12:33 pm Post subject: |
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We already disabled telefragging in public coop which was a reasonable thing to do.
Making the players completely invisible to eachother might take away the last bit of tactical depth coop has.
It would be a bit too much baby sitting for my taste, just as shark pointed out already.
If players have the RL or BFG in coop they should take care so they don't push others into a pit full of cybies i think. |
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