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Laming

Posted: Wed Jan 13, 2016 12:07 pm
by Duo
I can make some anti-laming for the pub servers. I tried to remember some of the common ones:

  • Codes/parts/crystals/scepter laming
  • Obj skipping/butlering
  • Taking walker back to 1st obj
  • Station laming with swoops

Any others I'm forgetting? (detpack laming was already fixed a long time ago)

Re: Laming

Posted: Wed Jan 13, 2016 4:16 pm
by Magyk
Accidentally/intentionally making the bridge retract on hoth.

Re: Laming

Posted: Wed Jan 13, 2016 8:08 pm
by Laser
Lift laming; I would like the lift to not be able to be called up from the infirmary.

Also, would it be possible for mines to not explode/disappear upon touching that same lift?

Re: Laming

Posted: Thu Jan 14, 2016 1:55 pm
by Magyk
Laser wrote:Lift laming; I would like the lift to not be able to be called up from the infirmary.

Also, would it be possible for mines to not explode/disappear upon touching that same lift?



Ability to call the lift should be dependent upon proximity of enemies.

Re: Laming

Posted: Thu Jan 14, 2016 2:25 pm
by Laser
Magyk wrote:
Laser wrote:Lift laming; I would like the lift to not be able to be called up from the infirmary.

Also, would it be possible for mines to not explode/disappear upon touching that same lift?



Ability to call the lift should be dependent upon proximity of enemies.


I didn't think of that, it's a much better idea.

Re: Laming

Posted: Fri Jan 15, 2016 11:06 am
by Duo
Accidentally/intentionally making the bridge retract on hoth.

This was already fixed a long time ago. It was one of the first things I made, and it's hard-coded into the mod (can't be disabled).

Ability to call the lift should be dependent upon proximity of enemies.

Is there ever any legitimate reason for the defense calling the lift up? (I'm talking about at the final objective here, not the hangar.) I feel like at the final objective it's almost invariably a liftlame. Especially because it takes a million seconds to fully ascend and descend, so even calling it up before the O spawns (i.e., when nobody is in proximity to you) still ends up being a lame most of the time.

Also, is there a consensus on jumping through the hole in the wall on Desert? When I played Desert, it was considered a lame. Not sure if fags allow this these days or not. This would be best solved via BSP mod (Xeon) to simply block your movement, rather than serverside killing/kicking.

Re: Laming

Posted: Fri Jan 15, 2016 3:16 pm
by Laser
I was thinking about the last objective when I asked about this. I'm not sure noobs know how to roll when they want to kill people at the spawn. I yews xeons patch because it fixes that wall thing and the final objective breaking.

Re: Laming

Posted: Fri Jan 15, 2016 3:52 pm
by aradorasxeon
Laser wrote:I was thinking about the last objective when I asked about this. I'm not sure noobs know how to roll when they want to kill people at the spawn. I yews xeons patch because it fixes that wall thing and the final objective breaking.


Heh :) This is a common miscomprehension, but my patch only fixes the final objective, and if used client side, you can see the invisible cubes in stations. But if you keep pushing me I might try to fix that wall somehow....

Re: Laming

Posted: Fri Jan 15, 2016 5:33 pm
by Duo
I hardcoded a fix for the last obj. I never really looked into it, but it was a simple fix. As for the invisible cubes, maybe there is some way to remove them serverside. I'll look for it.

God this game is buggy.

Re: Laming

Posted: Fri Jan 15, 2016 5:42 pm
by Magyk
Sometimes I loop around the long way through the tunnel to the hangar spawn and then ascend the lift back to the hangar, especially if I'm playing a chill pub game and not a pug. But I guess thats a pretty rare instance.