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Fire Arrows


HalfKaztBoy
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They can be spawned in any mission (this means cheating of course) by typing

 

spawn atdm:ammo_firearrow

 

in the console. Just pick up the light in front of your feet.

 

I really like the sound, feel and look of them. They do not move slightly upwards like in Thief, but once you know you no longer kill yourself.

"Rocket jumping" is also possible which is really funny.

:D

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"Rocket jumping" is also possible which is really funny.

:D

 

omg i have to try it now^^

Ich konnte mich nicht erinnern Teleportation gezaubert zu haben und doch stand ich da... alleine und nackt.

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A veteran? -- Not at all. :blush:

 

I just used to fiddle with Q3 a little. A friend once introduced me to CPMA, but I think I didn't like air control either...

 

Anyway, here's a little something I just made for all of you:

 

:wub:

 

It is a short "dramatic" demonstration of a firearrow-jump-mantle-combination.

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Well, it would be much like object stacking that could exploit Thief FM's.

 

Major difference here is that we have player clip, and all authors should clip areas they don't want players to get to. In which case all it really would do is hurt the player's health.

Dark is the sway that mows like a harvest

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ok, I think I should write a little bit in detail. I had a quick scenario for the window example. For instance, in the begining of the level, from the street you can see a open window of the building, and you should sneak into that building. And after you finish your all objectives you should escape from that window to streets. That means you should enter to that room in final. So when you use this trick and get inside from that window what happens? Everything spoils. to prevent this author should do extra work or write a script because of this.

Edited by SiyahParsomen
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Yeah, we probably should limit the force of the fire arrow a bit. I can imagine that it didn't get toned down when we adjusted the mass of objects, or the player simple has the wrong mass (or the force does not scale properly for high-mass objects).

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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No nono! Don't go changing the fire arrow.

 

I did in fact spend quite a bit of time tweaking that to be very precise. 1 direct hit kills a guard, 3 indirect hits (splash damage) kill a guard.

 

I adjusted the radius', the force, everything to make it so silverware 10 feet away doesn't go flying etc... Although I had never tried to arrow jump. But there's more to it than that. It has to do with the force being able to push the player. It might be tied together in a way that can't be fixed due to physics.

 

But we deffinately don't want to screw up how the arrows work for all purposes just to stop the jumping. Instead we probably just need to make the player immune to the force it imparts. (But they should still take damage).

------

the only thing I never got around to fixing/changing was the decal from the blast (which kindof looks like molten metal) I think it was very hard to find and I never did. Might be hard coded.

Dark is the sway that mows like a harvest

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I don't think it needs fixing! I like it like that... :rolleyes:

 

It's just FM-Authors should know there's a chance for an exploit when placing fire arrows.

 

Btw., you don't want to know how often I failed before it turned out so nicely. :blush:

 

Even if someone masters the technique -- it still hurts and will only get you so far. Again it would be up to the mapper NOT to build an obstacle course that is paved with fire arrows and health potions. :D

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