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SpawnCTF / Classic 1.4

Historical capture recovered from the Wayback Machine · captured 2003-09-14 · 8 posts
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ANY use of a base inventory is strictly prohibited until we can get SCtF fixed.
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ZOD is wokring on an updated 1.4 to address the issues with SCtF and 1.4..
Post edited by ^Kodiak at 8/9/2003 12:23:28 PM


^Kodiak

{Rk|Royal Knights
:>
envy needs to learn how to install spawnctf on our server cause he sux at it
Originally posted by: GoHome
envy needs to learn how to install spawnctf on our server cause he sux at it
OK, the problems with spawn ctf gametype that comes with classic 1.4 are these.

1) when you first ever spawn you can have any pack or weapon in your loadout and its given to u (ie on match countdown) no matter the server prefs.

2) you can buy vehicles

3) you can get medium and heavy armours even when (as an admin) you choose to "limit amour type"

4) idiots can control the (supposedly dead) turrets

Cant this gametype just be updated so that it has nothing optional re-pack/weapon types etc? Also, it wouldnt hurt to add in the files to have spawn ctf *only* maps with blocked doorways and repkits around the place.

The fact is, even with the servers set up as well as possible there are too many bugs to make it usable.
Originally posted by: -A3-
OK, the problems with spawn ctf gametype that comes with classic 1.4 are these.

1) when you first ever spawn you can have any pack or weapon in your loadout and its given to u (ie on match countdown) no matter the server prefs.

2) you can buy vehicles

3) you can get medium and heavy armours even when (as an admin) you choose to "limit amour type"

4) idiots can control the (supposedly dead) turrets

Cant this gametype just be updated so that it has nothing optional re-pack/weapon types etc? Also, it wouldnt hurt to add in the files to have spawn ctf *only* maps with blocked doorways and repkits around the place.

The fact is, even with the servers set up as well as possible there are too many bugs to make it usable.


I could not find any issues when we started this ladder but since 1.4 has been released I myself have run into some issues. I am currently working with ZOD on finding out why some of the above issues are happening. I have found that the invs do allow you to buy Med and Heavy armors which is a problem. The weapons you get for those armors do seem limited to those that you should normally have in SCtF, only exception being the INV as a pack.

1. Looking into this now.

2. You are supposed to be able to buy vehicles. Most SCtF maps on TWL are not vehicle maps but some are.

3. Issue we are looking into now

4. This is not something we consider a bug. if you want to dedicate one of your 8 players to running a base turret have fun..


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As of this very minute I will have to say ANY use of a base inventory is strictly prohibited
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I know of no other way around these issues other to kill the use of the base inventory. I am hoping to have a workaround to this issue as soon as I can but I do not know when that may be. I will post something as soon as I know.


^Kodiak

{Rk|Royal Knights
Originally posted by: ^Kodiak

2. You are supposed to be able to buy vehicles. Most SCtF maps on TWL are not vehicle maps but some are.

4. This is not something we consider a bug. if you want to dedicate one of your 8 players to running a base turret have fun..

I know of no other way around these issues other to kill the use of the base inventory. I am hoping to have a workaround to this issue as soon as I can but I do not know when that may be. I will post something as soon as I know.


OK, I'm happy you guys are looking into this, but personally (re:vehicles) I dont think vehicles should be avaliable in a gametype where there is no counter from the ground... You have no turrets, no shocklance, no missile launcher... This will make the maps with vpads completely without balance. Wouldn't it just be simpler to kill the vpad while you are killing invs?

As for Turret control being "included in gameplay". Sure, no one will have all 8 players controlling turrets, but on certain maps where a plasma turret can be directed onto your own flagstand you can stop the enemy from capping...You ever tried to take down a live plasma turret in spawn? wouldnt need more than one player to cover it and its a game-killer. Seriously, you can't consider options like this adding to the "fun" of sCTF?
Also, its not just about competition. Just wait til you have some tard tk-ing your team on a pub with the turret and you may rethink your position on this (I sincerely hope u do anyway).

Perhaps the sCTF gametype that came with 1.4 should've been tested a little before being made the "official" spaw ctf mod. In it's current state the old sCTF map pack and scripts are a far better option.

While you guys are fixing stuff, perhaps you could make the *default* option for mines be numbered at 1 (rather than 3). 1 mine is what people who have been playing sCTF are used to and it makes sense too. To add 2 more (which has probably happened by accident rather than being a well thought out option) creates an imbalance thats not asked for and not needed.

The only other *workaround* for the base invo issue I could suggest(if you are looking for ideas) would be to , again, take a look at the perfectly working gametype and introduce sCTF maps that have blocked doorways. The rep kits being strewn around the place also adds to player options and the general speed of the game.
Heh, it seems arguing about vehicles and turret controls is redundant. I see that someone with some common-sense has gotten rid of vehicles and turret control.

Hooray

Just need to see if the "fixes" work and I'm a happy chappy ><_><

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