Anyone else stumbled on this?

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Rogue
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Anyone else stumbled on this?

Post by Rogue »

Was messin around on my own server on dm17, and noticed that when i fired a rocket into a teleporter, it didnt go straight through it....it actually went through the teleporter and came out the other side lol....

Just thought i would mention it, seeing as i thought it was neat :p
Icon of Sin
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Re: Anyone else stumbled on this?

Post by Icon of Sin »

Rogue wrote:Was messin around on my own server on dm17, and noticed that when i fired a rocket into a teleporter, it didnt go straight through it....it actually went through the teleporter and came out the other side lol....

Just thought i would mention it, seeing as i thought it was neat :p
oohhhh, didnt notice that, would make for some nice frags...
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MKJ
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Post by MKJ »

aye, theres a thread about it already.
it works for every projectile (althoug grenades seem to be a bit bugged)
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Azer
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Post by Azer »

R00k
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Post by R00k »

Grenades seem buggy? How do you mean?
gatorboy
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Post by gatorboy »

That is, by far, one of the coolest improvements to the game. Say goodbye to the teleport campers! :p
Freakaloin
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Post by Freakaloin »

how about campers who shoot rockets thru teleports?
a defining attribute of a government is that it has a monopoly on the legitimate exercise of violence...
Oeloe
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Post by Oeloe »

Freakaloin wrote:how about campers who shoot rockets thru teleports?
Tele-spam. :(
R00k
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Post by R00k »

LOL, if somebody wants to waste their ammo firing blind into a tele, then by all means let them.
Oeloe
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Post by Oeloe »

R00k wrote:LOL, if somebody wants to waste their ammo firing blind into a tele, then by all means let them.
And what if you're just walking towards the a two-way teleporter that's being spammed, or get near a spammed tele exit?

About that avi: you can't see very well whether the angle in which the rockets are shot is conserved. Some rockets hit the ground but some don't, so it seems at least the vertical angle is conserved upon teleportation. Can't wait to try these things myself. :)
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Foo
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Post by Foo »

If a spammer kills you, then either he wasn't spamming, or you played poorly.

It's not rocket science.
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Oeloe
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Post by Oeloe »

Do i need to explain the difference between spamming and predictive shots? :icon8: In my book, spam is just the opposite of predictive shooting; carpetbombing a tele exit with nades while you don't even have a clue if your opponent was heading to the tele entrance, for instance. It happens a lot and not only total noobs do it.
R00k
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Post by R00k »

Foo wrote:If a spammer kills you, then either he wasn't spamming, or you played poorly.

It's not rocket science.
Actually, yes, yes it is.

ba-dum-dum
R00k
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Post by R00k »

Oeloe wrote:Do i need to explain the difference between spamming and predictive shots? :icon8: In my book, spam is just the opposite of predictive shooting; carpetbombing a tele exit with nades while you don't even have a clue if your opponent was heading to the tele entrance, for instance. It happens a lot and not only total noobs do it.
Yea, but the point is that any decent player will know better than to walk in front of a tele that is being spammed.

Which also means that people aren't going to be doing a lot of tele spamming unless they feel like wasting their ammo. Unless the server is full of noobs or something, but if that's the case you have bigger problems than a few spammed nades/rox.
Oeloe
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Post by Oeloe »

R00k wrote:Yea, but the point is that any decent player will know better than to walk in front of a tele that is being spammed.
Most teleporters don't have view portals so unless the tele entrance being spammed is close enough to hear it, it's possible that you're near a spammed tele before the projectile comes out. The idea a teleporter can become a remote spamming source just sounds lame to me. I can imagine maps like aero and many cpm duel maps will be ruined in Q4, but i won't make up my mind before i've actually played Q4. ;)
MidnightQ4
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Post by MidnightQ4 »

Oeloe wrote:About that avi: you can't see very well whether the angle in which the rockets are shot is conserved. Some rockets hit the ground but some don't, so it seems at least the vertical angle is conserved upon teleportation. Can't wait to try these things myself. :)
The angle is not conserved, well the vertical is, but not the horizontal. In other words if you shoot it through at a sharp angle, sometimes it comes out the other side at an angle, but sometimes it comes straight out. Also I found that the rockets don't kill the guy who fired it when they come out either. I did this by firing on dm17 (dm8) in such a way that the rocket would fly out of the RA spot back towards me, and the rockets went right through me.
Oeloe
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Post by Oeloe »

MidnightQ4 wrote:Also I found that the rockets don't kill the guy who fired it when they come out either. I did this by firing on dm17 (dm8) in such a way that the rocket would fly out of the RA spot back towards me, and the rockets went right through me.
I'd expect that. Rockets don't interfere with the players who shoot them in Q3 either (hence you can shoot a rocket down a deep gap, jump down and shoot another rocket just when you catch up with your first one, to land on the ground and do a triple RJ).
R00k
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Post by R00k »

You actually can control the exiting angle of rockets through tele's. I'd forgotten about this thread so I made my own:

http://www.quake3world.com/forum/viewtopic.php?t=12114
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