Heh....didn't know Sunday school was in session...muwahaha
Heh....didn't know Sunday school was in session...muwahaha
And the objective was a player playing the civilian class.Originally Posted by Zeitgeist
oh, thats where i missed the train, so to speak, i assumed it was always a bot.Originally Posted by Drunken_F00l
but even so, did it ever have the fundamentals of another class like weapons, etc?
He had 50hp and an umbrella for to beat down people.
He wasn't meant to be a formidable opponent.
it would be cool to make him a really melee class, like, give him a katana that does 75 damage (maybe right click can block all other melee weapons, the way that pyro blocks physics-based ones) and make him faster than the scout. Take away a shit load of health, You know, a severely skill-based class.
maybe we can mod it so.
/sarcasm
Rockets aren't "physics-based", and by your logic the syringues should also be reflected.
and I lol'd at the "we can mod it"
if we mod it
they will come
I am pretty sure rockets are actually considered into the physics engine, even though they go straight forward. there are even some types of floors that can redirect rockets (some surf maps if you shoot down they won't collide but will slide away slowly, or they hold them in place as mines).
Syringes should be deflectable, but they really aren't physics-based (notice if you shoot them straight up than they will continue into the sky instead of coming back down, even on infinitely tall maps). plus, physics-based syringes would be an abominable lag-fest.
/sarcasm
Wrong!Originally Posted by OmegaZero_Alpha
In source engine, there are several different move types (listed below). Only one of them is VPHYSICS (which you have come to know as physics-based). I haven't checked, but I'd be pretty sure rockets are MOVETYPE_FLY.
Code:enum MoveType_t { MOVETYPE_NONE = 0, // never moves MOVETYPE_ISOMETRIC, // For players -- in TF2 commander view, etc. MOVETYPE_WALK, // Player only - moving on the ground MOVETYPE_STEP, // gravity, special edge handling -- monsters use this MOVETYPE_FLY, // No gravity, but still collides with stuff MOVETYPE_FLYGRAVITY, // flies through the air + is affected by gravity MOVETYPE_VPHYSICS, // uses VPHYSICS for simulation MOVETYPE_PUSH, // no clip to world, push and crush MOVETYPE_NOCLIP, // No gravity, no collisions, still do velocity/avelocity MOVETYPE_LADDER, // Used by players only when going onto a ladder MOVETYPE_OBSERVER, // Observer movement, depends on player's observer mode MOVETYPE_CUSTOM, // Allows the entity to describe its own physics // should always be defined as the last item in the list MOVETYPE_LAST = MOVETYPE_CUSTOM, MOVETYPE_MAX_BITS = 4 };