Urban Terror Forums: Ideas for 4.1, post em' here! - Urban Terror Forums

Jump to content

 Login | Register 
Advertisement
  • (52 Pages)
  • +
  • « First
  • 45
  • 46
  • 47
  • 48
  • 49
  • Last »
  • You cannot start a new topic
  • This topic is locked

Ideas for 4.1, post em' here!

#461 User is offline   Csan (old) Icon

  • Joined: 08-February 04
  • Posts: 629
  • LocationBudapest

Posted 27 November 2007 - 12:51 PM

Quote

Whenever a game is finished and goes to the next, everyone stays at the same team. I think when a game finishes and goes into new game, the team select menu should come up so they have to choose a team again. That way not everyone will be in the same team everytime. This'll make a game more balanced as you won't have a team of pros and a team of noobs.


This is controled by g_maintainteams variable on the server side. So ask your server admin(s) to change it to 0. ;)

#462 User is offline   Woekele Icon

  •   former FS member   
    Public Relations
  • Account: woekele
  • Country:
  • Joined: 26-January 10
  • Posts: 11,575

Posted 27 November 2007 - 06:00 PM

Setting it to 0 doesn't shuffle the teams though :) They still remain the same. Which is why I don't understand why the variable is there :)

#463 User is offline   Phantomas71 Icon

  • Account: phantomas71
  • Country:
  • Joined: 01-March 10
  • Posts: 662

Posted 27 November 2007 - 06:02 PM

Quote

a very small but even better hot potato change would be to be able to set up a hot potato countdown on the server side like 10 seconds by default 0 would be BAMM!
Now THAT would be a real hot potato... "10... 9... throw it down, throw it throoooww iii.. (where the f'k is my item drop bin...) BAMM!!!

HOT POTATO

:D


"You've been Hot Potato'ed"



I think i discussed about it on an old thread exposing the same and asking for 3 seconds countdown,
but somebody replied that Hot Potato is like a surprise factor you must remember, a thrilling add to the critical standby flags situations
and i agreed with that.  :-)

#464 User is offline   Csan (old) Icon

  • Joined: 08-February 04
  • Posts: 629
  • LocationBudapest

Posted 27 November 2007 - 11:40 PM

Quote

Setting it to 0 doesn't shuffle the teams though :) They still remain the same. Which is why I don't understand why the variable is there :)


wouldn't that cause a "manual" shuffle: if you set team balance to 1 at the same time, players would be joined into the proper team once their map loading ends...?
sorry I cannot test this now.

PS: I know autojoin is borked in 4.0 - now that would be a good addition to the picture for those who don't want the server to maintain teams over maps... IMHO :)

#465 User is offline   Woekele Icon

  •   former FS member   
    Public Relations
  • Account: woekele
  • Country:
  • Joined: 26-January 10
  • Posts: 11,575

Posted 27 November 2007 - 11:55 PM

The g_maintainteams doesn't seem to do anything :P

bullet_loaderAdvertisement

#466 User is offline   Csan (old) Icon

  • Joined: 08-February 04
  • Posts: 629
  • LocationBudapest

Posted 28 November 2007 - 01:11 AM

oh well... I tried :P :D

#467 User is offline   ghost (old) Icon

  • Joined: 04-November 07
  • Posts: 9

Posted 29 November 2007 - 08:26 AM

Is there a command that makes your crosshair stay the same size when you're moving?
If there isn't, then I think it should be added.
It's like cl_dynamiccrosshair frm CS.

#468 User is offline   mitsubishi Icon

  • Account: mitsubishi
  • Country:
  • Joined: 28-February 10
  • Posts: 13,481

Posted 29 November 2007 - 01:27 PM

there's a way to change it, cvar or look the options when you click 'esc'.

i suggest a dot of relatively large size.  :mrgreen:

#469 User is offline   Woekele Icon

  •   former FS member   
    Public Relations
  • Account: woekele
  • Country:
  • Joined: 26-January 10
  • Posts: 11,575

Posted 29 November 2007 - 01:48 PM

Just change it to another crosshair that is not dynamic :)

#470 User is offline   Nexu Icon

  •   clan leader   
  • Account: nexu
  • Main tag: |it|
  • Country:
  • Joined: 26-June 07
  • Posts: 4,265

Posted 30 November 2007 - 09:32 AM

Quote

Sorry. I decided to copy my question here.
"Correct.
But i think about predict (not chance) exact spawn point in whole spawn area.
If spawn area is empty and 1st player spawn... he spawns randomly not in first line, next in second etc?
Correct?
Woe, if its so randomly, there is possibility to put into game a "hierarchy" spawn points?
An order in spawning players on certain spawn points.
Why?
I have problem with spawning players who block other players on spawn.
Because they dont keep forward BEFORE respawn, or have slower rig or conn.
As i noticed spawn points are groupe in square evenly in spawn area.
May be solution for not blocked spawns r to reduce spawn points and/or reorder them to give EVERY player on spawn to sprint/rush at once. Cause i think its most annoying think in UrT.
Post can be moved to: "Ideas for 4.1, post em' here!" or published there as well."

Sorry for mess.




In ET(pro) there is a cvar setspawnpt which allow people to specify which of the spawnpoint they want to be spawning at on the map. I think such feature could be good help for competition UrT where teams can set which spot they spawn at. Eg for CTF: the fastest guy in the team spawn at front so he doesn't block the rest of the team and able to move more quickly to protect or return the flag.

  • (52 Pages)
  • +
  • « First
  • 45
  • 46
  • 47
  • 48
  • 49
  • Last »
  • You cannot start a new topic
  • This topic is locked

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users

Advertisement


Copyright © 1999-2024 Frozensand Games Limited  |  All rights reserved  |  Urban Terror™ and FrozenSand™ are trademarks of Frozensand Games Limited

Frozensand Games is a Limited company registered in England and Wales. Company Reg No: 10343942