Float flag/anti-rust flag
Float flag/anti-rust flag
Not sure if this has ever been considered but I always thought a float flag would be nice. To able able to "walk on water" without sinking is good for servers that use water extensively throughout the map.
And what about that rusting problem? Tanks rust as soon as they touch water. (Is it water of sulphuric acid?) An anti-rust flag would solve the rapid oxidation problem that seems to plague most tanks.
And what about that rusting problem? Tanks rust as soon as they touch water. (Is it water of sulphuric acid?) An anti-rust flag would solve the rapid oxidation problem that seems to plague most tanks.
I would like to thief someone with that flag. I think it would be nice... for me
Anyway, this flag will be used on some servers only. And water is here to kill you.
Just imagine a rabbit with that flag going in the corner of a map like Island Hopping. Just think about it. Only Laser would kill them.
Anyway, this flag will be used on some servers only. And water is here to kill you.
Just imagine a rabbit with that flag going in the corner of a map like Island Hopping. Just think about it. Only Laser would kill them.
The S
- Spazzy McGee
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What do you define as 'water' ?
The 'waterLevel' object? Many mappers prefer to make their own water out of a mesh and physics drivers, rather than use the fugly waterLevel; in which case you need to define what is water and what is not.
The 'waterLevel' object? Many mappers prefer to make their own water out of a mesh and physics drivers, rather than use the fugly waterLevel; in which case you need to define what is water and what is not.
You can't time-limit good flags. Shot limit, maybe.PETER wrote:Unless you gave the flag a time limit.
"Life is what happens to you while you're busy making other plans." - John Lennon
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Maby we should for this one, seems like the practical thing to do.You can't time-limit good flags.
Like saber said
A time limit would stop this problem.Just imagine a rabbit with that flag going in the corner of a map like Island Hopping. Just think about it. Only Laser would kill them.
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The following ideas are a bit far out, but hopefully somewhat inspiring and related to the thread Imagine flags named K1, K2, K3 and K4 (Here k means key). Now future version of bzflag could allow us to define physics objects that only work if the tank is carrying a specific key flag (or for that sake a certain other flag). Here are some examples of what could be done
physics
name kill_tanks_without_key1
death Fool, you would have survived if you had carried key number 1
disabledby K1
end
physics
name capapult_tanks_carrying_either_key1_or_sw
linear 10 0 100
angular 100 0 0
enabledby K1 SW
end
Of course it should be illegal to create a physics object containing both "disabledby" and "enabledby", and the maps should probably contain some texture with a suitable warning. I think that many large buildings would gain from a GM catapult object. It would also be fun to create physics object that barred tanks from taking certains routes while carrying team flags.
EDIT: Rereading my post the key flags are probably unnecesary. If enabledby and disabledby was implemented, then we could create a surface that killed all tanks that were not carrying the useless flag. Such a surface would behave like the idea proposed in the first post.
EDIT: Typos
physics
name kill_tanks_without_key1
death Fool, you would have survived if you had carried key number 1
disabledby K1
end
physics
name capapult_tanks_carrying_either_key1_or_sw
linear 10 0 100
angular 100 0 0
enabledby K1 SW
end
Of course it should be illegal to create a physics object containing both "disabledby" and "enabledby", and the maps should probably contain some texture with a suitable warning. I think that many large buildings would gain from a GM catapult object. It would also be fun to create physics object that barred tanks from taking certains routes while carrying team flags.
EDIT: Rereading my post the key flags are probably unnecesary. If enabledby and disabledby was implemented, then we could create a surface that killed all tanks that were not carrying the useless flag. Such a surface would behave like the idea proposed in the first post.
EDIT: Typos
Last edited by too much loving on Wed Jun 13, 2007 9:13 pm, edited 2 times in total.
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Tankie
Great idea, but kinda complicated.
Would you really float, or "bob" along in the water.
The flags would be called... maybe (FO) and (AR)
too much loving
Great idea, you could bar team members from going one way wit the flag.
Great idea, but kinda complicated.
Would you really float, or "bob" along in the water.
The flags would be called... maybe (FO) and (AR)
too much loving
Great idea, you could bar team members from going one way wit the flag.
The Pen is Mightier Than the Sword.
Okay, you get a Bic, the orc gets a long sword.
He cuts the Bic in half.
Then he cuts you in half.
Oops, I meant quarters.
Okay, you get a Bic, the orc gets a long sword.
He cuts the Bic in half.
Then he cuts you in half.
Oops, I meant quarters.
well...it sounds like you would be able to drive on the water if you have float...
and you would sink to the bottom with anti-rust and drive along the bottom
and you would sink to the bottom with anti-rust and drive along the bottom
gazz: A bullet may have your name on it, but shrapnel is addressed "to whom it may concern".
http://bash.org/?785529
http://bash.org/?785529
If im not mistaken WaterLevel on a map is 1. Values less than 0 turn it off. Im not sure if the Water Height can get any higher than 1 so sinking to the bottom wouldn't be possible But again, im probably mistaken, (im new to Hand Coding )
I don't think you would 'bob', but more 'glide' along it. Similar to _wingsSlideTime, if that is even an actual option
I don't think you would 'bob', but more 'glide' along it. Similar to _wingsSlideTime, if that is even an actual option
Water level can go as high as you want.Grace F wrote:If im not mistaken WaterLevel on a map is 1. Values less than 0 turn it off. Im not sure if the Water Height can get any higher than 1 so sinking to the bottom wouldn't be possible But again, im probably mistaken, (im new to Hand Coding )
-Tanner
Oh ok thx In that case sinking to the bottom is possible...Tanner wrote:Water level can go as high as you want.Grace F wrote:If im not mistaken WaterLevel on a map is 1. Values less than 0 turn it off. Im not sure if the Water Height can get any higher than 1 so sinking to the bottom wouldn't be possible But again, im probably mistaken, (im new to Hand Coding )
-Tanner
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IMHO, WaterLevel looks fugly.
A better idea would be to use textured meshboxes with texture matrix materials, and death physics, and you can tweak it to look nicely.
This is my patented "Rippling water"... heh.
A better idea would be to use textured meshboxes with texture matrix materials, and death physics, and you can tweak it to look nicely.
This is my patented "Rippling water"... heh.
Code: Select all
physics
name death
death Rusted in the water!
end
textureMatrix
name Flow1
shift 0.002 0.003
spin 0.003
end
textureMatrix
name Flow2
shift -0.002 -0.003
spin -0.003
end
material
name water1
addtexture water
diffuse 0.7 0.7 0.8 0.5
texmat Flow1
end
material
name water2
addtexture water
diffuse 0.7 0.7 0.8 0.4
texmat Flow2
end
meshbox
size 400 400 6
pos 0 0 0
matref water1
phydrv death
end
meshbox
size 400 400 0.01
pos 0 0 6
matref water2
end
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The "float" flag or other names mentioned really wouldn't be useful as far as I can see. It would make the flag a useless flag on any server without water, in which case, it isn't really worth it. Besides, if you want water that doesn't kill, you can create it via the map.
Burrow is basically the same as a submarine flag anyway!
Burrow is basically the same as a submarine flag anyway!