Avoid (or at least contain) vehicle killing at core

Anything about UT2004 mapping, Uscripting & more
User avatar
Karma_geddon
Posts: 234
Joined: Tue 13. Aug 2013, 18:33
Description: from Italy

Re: Avoid (or at least contain) vehicle killing at core

Post by Karma_geddon »

Omg I had no idea that this llama thing existed xD
You can find me on fb here, if you want: https://www.facebook.com/paolo.davolio.3
User avatar
Xac
Posts: 569
Joined: Thu 15. Nov 2012, 14:21
Description: keeping it UNreal since 2004

Re: Avoid (or at least contain) vehicle killing at core

Post by Xac »

Karma_geddon wrote:Omg I had no idea that this llama thing existed xD
Are you sure it's not an alpaca? :lol:
Play it safe, do what Droopy says..."Always double tap!"
User avatar
Wormbo
Posts: 384
Joined: Sun 28. Aug 2011, 12:52
Description: Coding Dude

Re: Avoid (or at least contain) vehicle killing at core

Post by Wormbo »

TBH it's actually a camel head, but the game is called "Unreal", so who cares. :P
User avatar
laboRHEinz
Administrator
Posts: 1269
Joined: Fri 4. Sep 2009, 14:28
Description: Old Fart
Location: Hamburg

Re: Avoid (or at least contain) vehicle killing at core

Post by laboRHEinz »

Karma_geddon wrote:[...]However, at this moment, since Worm already created a mod about it, I'm more willing to just wait until Heinz gives us some feedback, before opening any poll.
Karma, honestly, am I really supposed to be the appropriate person to finally decide this complicated, far-ranging and delicate matter which persisted since the ONS-game-mode came out? Just because I happen to be a server owner? I'm truely not any smarter than anyone else, like for instance the Omni-crowds which already - quite controversially - discussed this matter and where Peg kindly pointed us to. In the end, their final conclusion was to just leave things like what they used to be.

At any rate, there are countless ways to lame around, damaging locked vehicles (whereever they might be located at) is just one of them. Trying to deal with every single way of laming in a technical manner would be an endless task. How many mutators would have to be coded one by one? Let alone the efforts trying to exclude all the cases where these kinds of behaviours wouldn't be perceived as laming?

Nah, it all boils down to Peg's "people solutions to people problems, tech solutions to bugs". Hence, it's still up to ingame admins to deal with lame behaviour.
Post Reply