Tele Pass
Tele Pass
This is not the standard pass type. Originally, a tele-pass was when you dropped the flag directly "in" the teleporter, and thus executed a flag return. However, an new type of pass has come. In maps with one-way teleports, there can be problems with getting a team flag to go "backwards" through the tele. However, by dropping the flag on one side of the teleport, and then grabbing it from the inside, the flag can be successfully "passed" through the teleport. This tactic is employed on any map with 1-way teleports, such as my map (Zoned, hosting.bzaddict.net port 5166) in order to be able to ctf. Use the skill wisely.
Darkid--Not a happy camper.
Re: Tele Pass
There is a video here that shows how to do a "no jump tele pass". But I don't understand what you are saying...
"Anyone who has never made a mistake has never tried anything new." -- Albert Einstein
GU League | Ducati League | OpenLeague
GU League | Ducati League | OpenLeague
Re: Tele Pass
Imagine this: a teleport that is only one way, i.e. the back links to the front, and the front links to the front (or a 1-way mesh that encircles the base). The question is as follows: how would one get a team flag through the one-way-wall?
The method is described above:
Drop the flag on your side, as close in as possible, but DO NOT make a tele-pass (as is commonly known, a "flag return"). Instead, drop it near to the teleport wall, close enough that a teammate, from the inside, could grab the flag from the inside without fully passing through the teleport (or mesh). Thus, the teammate could grab the flag, but then back up and then procede to have the flag, while still inside their own base.
The method is described above:
Drop the flag on your side, as close in as possible, but DO NOT make a tele-pass (as is commonly known, a "flag return"). Instead, drop it near to the teleport wall, close enough that a teammate, from the inside, could grab the flag from the inside without fully passing through the teleport (or mesh). Thus, the teammate could grab the flag, but then back up and then procede to have the flag, while still inside their own base.
Darkid--Not a happy camper.
Re: Tele Pass
Yes you can do it. You just need to be in the flag grab radius to grab the flag. You can also grab it through walls. This was a really popular tactic on MW2.3 a while back.
"Anyone who has never made a mistake has never tried anything new." -- Albert Einstein
GU League | Ducati League | OpenLeague
GU League | Ducati League | OpenLeague
Re: Tele Pass
This tactic may or may not work once version 3.0.0 comes out. A simple test is done to see if there is an object between the tank and the flag, and if so, it will not allow it to be grabbed. Not sure if that applies to teleporters though.
Re: Tele Pass
That test currently applies to all objects, even drivethrough objects
(search for COLLISIONMGR in src/bzfs/bzfs.cxx for the related code).
If someone decides that they want to exclude drivethrough or passable
objects in the code, they should handle link faces with care.
Note that the behaviour for flags dropped over teleporters has changed
in the SVN code (I think that I may have already mentionned this in another
thread). I converted the teleporter borders to mesh objects, and they now
behave as such (the flag with simply sit on top of the teleporter instead of
looking for a safe zone). The old behaviour can be reproduced by placing a
"flag-landing" blocking object on top of the teleporter. This can be an
object that does not have a flat-top, or a drivethrough object (take a look
at the src/bzfs/DropGeometry.cxx isValidLanding() and isValidClearance()
functions for details).
(search for COLLISIONMGR in src/bzfs/bzfs.cxx for the related code).
If someone decides that they want to exclude drivethrough or passable
objects in the code, they should handle link faces with care.
Note that the behaviour for flags dropped over teleporters has changed
in the SVN code (I think that I may have already mentionned this in another
thread). I converted the teleporter borders to mesh objects, and they now
behave as such (the flag with simply sit on top of the teleporter instead of
looking for a safe zone). The old behaviour can be reproduced by placing a
"flag-landing" blocking object on top of the teleporter. This can be an
object that does not have a flat-top, or a drivethrough object (take a look
at the src/bzfs/DropGeometry.cxx isValidLanding() and isValidClearance()
functions for details).