Saxton Hell Forums
Server Discussion => Deathrun Hell => Topic started by: thederpmachine on July 19, 2013, 02:29:10 pm
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thx
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Nah.
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no rly cuz ppl push you off platforms and it's annoying so turn it off
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I've already asked for this before and voidy has no plans on removing pushing unless absolutely necessary on certain maps.
Nah.
welcome back from your hundred months vacation how was it
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welcome back from your hundred months vacation how was it
I'll still be popping around the forums every now and then, but I don't expect to be playing TF2 that frequently as I used to back in the day.
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Voided himself has said that he won't be removing the pushing from the death run servers. If you can't control your character better, you'll probably die quickly.
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The people whos pushing is breakin the rule in Deathrun. No GRIEFING!
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Voided himself has said that he won't be removing the pushing from the death run servers. If you can't control your character better, you'll probably die quickly.
Agreed. I literally play DR every single day and as I am posting this I am playing DR right now. Saxton hell's "player collision" (commonly reffered to as pushing) is what makes Voidy's servers so unique. If you do not like this feature you can always try some other server that does not have "pushing." Also Joe is correct. Voidy said so himself and will never disable pushing and pushing is in no way againts the rules.
http://cdn.memegenerator.net/instances/400x/37655933.jpg
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Pushing makes these servers have more skill, also helps thin out the crowd on some of the maps, since the traps either suck ass, or the map is short but has tough jumps etc.
Get better at the deathrun game bro.
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I think I caused the 'pushing' to be removed on the Jump Hell because I would push people onto teleporters to the beginning. :P
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I think at some point I probably stated that I'd ideally want to disable pushing in specific areas of maps, rather than entire maps (such as the area with fireballs in mario_b3).
Well, I've done exactly that. Pushing is now enabled in all maps (it was previously disabled in all versions of mario and minecraftworld), but the specific trouble spots in those maps have pushing disabled.
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The specific non collision areas is a great idea.I was thinking you should make DR server #2 completly non pushing and keep player collision on DR #1.
Please, please, please, please, please, please, please
http://iambrony.steeph.tp-radio.de/mlp/gif/132714729004.gif
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Can you extend the non-push area on the first trap of Mario_b3 a bit? Can't stand on the first platform without being pushed.
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Can you extend the non-push area on the first trap of Mario_b3 a bit? Can't stand on the first platform without being pushed.
Odd, it should already be extended to an area before the first platform. :s
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Last time I played Mario_b3 (As of 9/2/13) the area with the fireballs didn't even have a non-push zone.
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Then the plugin's screwing up somehow. Might be related to how the "no attacking" thing on some minigames doesn't always trigger. >_>
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Might be related to how the "no attacking" thing on some minigames doesn't always trigger. >_>
Pretty accurate assumption. Turns out the no push zones were only sometimes triggering for players since the no push zone plugin was creating these zones as trigger_multiples, and the entity outputs weren't firing (they also sometimes don't fire when players walk into a teleporter that takes them into a minigame area).
So I've scrapped all the code and replaced it with basic bounds checking so no push zones should be working. I've also changed the minigame areas so that they're just covered with a new type of "no attacking" zone, so that should be fixed now too.
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Yep, seems to be fixed now. Yay.
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Pretty accurate assumption. Turns out the no push zones were only sometimes triggering for players since the no push zone plugin was creating these zones as trigger_multiples, and the entity outputs weren't firing (they also sometimes don't fire when players walk into a teleporter that takes them into a minigame area).
(http://static3.fjcdn.com/comments/Just+shut+up+_f5cd01c2ddccb6aba9619ae353b6a600.jpg)
So I've scrapped all the code and replaced it with basic bounds checking so no push zones should be working. I've also changed the minigame areas so that they're just covered with a new type of "no attacking" zone, so that should be fixed now too.
(Fluttershy) Baysick (yay) my response (Rainbow Dash) Voidy
(http://arch.413chan.net/yay-(n1298249840396).jpg)
In other words thanks.