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liquids and swimming are different things. Find your way out, please.
Add a polygon type that allows for adjustable gravity, or full up/down/left/right movement control. That would work right?
Quote from: Horve on March 09, 2010, 11:07:33 amliquids and swimming are different things. Find your way out, please.Oh, I forgot, water isn't a liquid. LOL
Still a bad idea.
Find your way out, please.
You should understand the difference between unwelcome crap and something that would be a potential newness.
Quote from: CrayAB on March 09, 2010, 02:24:27 pmQuote from: Horve on March 09, 2010, 11:07:33 amliquids and swimming are different things. Find your way out, please.Oh, I forgot, water isn't a liquid. LOLThe liquid mentioned in that thread means actual particles moving, bouncing off each other and the map, so for instance rain would collect in depressions and run off hills.Water polygon is just a name given to this suggestion as it is a good way to describe how the polygon acts in relation to players/objects/bullets.Also, not everything on the do not suggest list is absolutely never going to be implemented (such as accounts, new polygon types(only flagger, alpha collides etc.)), except for things with flashing lights around them i.e. vehicles. Going further, it is still a good idea to bring up so called "don't suggest" items, as peoples views change and new things become possible.Unless you have something to add to your "This idea suckz" and "Still a bad idea":Quote from: Horve on March 09, 2010, 11:07:33 amFind your way out, please..I think this is a great idea, especially having adjustable properties to simulate various viscosities, slow-mo maps/rooms would be interesting.Ok I am done for now.
* You've been warned so many times, it seems useless at this point. Stupid to warn you again. GTFO for a while.
This idea suckz
If you make the borders of the slowing polygon act as thin bullet colliding lines, you get your bullet slowing and accuracy decrease.
Usually I'm not keen on exposing my mapping techniques, but here it seemed appropriate.
Quote from: Horve on March 10, 2010, 03:11:18 pmIf you make the borders of the slowing polygon act as thin bullet colliding lines, you get your bullet slowing and accuracy decrease.This would work if players are shooting at each other from opposite sides of water surface, but if they're both underwater - it would look like a generic open-air fight. In water the effect should spread to the whole space, not just the borders.Though it still is a nice solution in case Soldat will never have water implemented.Quote from: Horve on March 10, 2010, 03:11:18 pmUsually I'm not keen on exposing my mapping techniques, but here it seemed appropriate.Sorry to disappoint you, but that technique is not that secret. ;P It's even used in some of the default maps (inf_Warehouse for example).
Can it CrayAB
Let's add polygons that reverse gravity too while we're at it. Or maybe some teleporting polygons. I always wanted those.Quote from: scout on March 10, 2010, 12:37:02 pmCan it CrayABNo.
No. For the sake of Soldats simplicity.