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TOXIKK Forum • View topic - Throwing the Cell

Throwing the Cell

Suggest New or Discuss existing Features and Feature Tweaks
Mon Nov 02, 2015 8:31 pm

  • I just had an idea :idea: :

    What if we could throw the cell (when doing a flagrun) to other players/ places?

    Noo, I'm not talking about a rugby like game :no: . Just imagine the following:

    You have the cell and it's currently attached to your back.
    Now, while running, you you switch your weapon to "Cell" and you actually hold the cell in your hand.
    Instead of one of your other weapons you are holding the cell, that means you can't shoot and defend yourself, but throw the Cell away (in case you have low health, other teammates have a better position, etc...).
    The throw has to be charged to cross a larger distance.

    While being in air, the cell can be shot by other players, and will either fall straight down to the ground, or will maybe even deflected...

    What do you think?

    That way the Cell would at least serve a purpose, and would actually have an advantage over the Flag from the other UT games...
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Mon Nov 02, 2015 9:58 pm

  • That is one bind which should be added to the list of configurable binds in the menu IMO :

    throwweapon : drops current weapon (if throwable)

    changeteam : switch team if possible, or prompts for swap with someone from the other team

    dropflag (maybe recode to dropcell) : drops cell

    behindview (for spectators) : toggles first/3rd person view (online it only works while spectating)

    these are all working and can be bound to keys via the SetBind command (SetBind <key> <command>). Some fancy keys can be hard to figure out the key name though.
    Last edited by Chatouille on Mon Nov 02, 2015 10:02 pm, edited 1 time in total.
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Mon Nov 02, 2015 10:01 pm

  • Did you read my entire posting? ;) I don't want just to drop it, I actually want to throw it!
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Mon Nov 02, 2015 10:20 pm

  • The dropping actually throws it as far as the weapon throwing, which can be used to cover a small gap and pass to a friend on higher ground for example.
    Stepo has already coded a mutator for throwing the cell over longer distances (configurable), but it doesn't handle charging afaik. Passing the "cell" accross the map was done in ut2004's bombing run, and although it works pretty well, it is a completely different game mode.
    In CTF, passing/throwing the cell quickly back to base wouldn't be very balanced imo. experienced team workers would manage to build a chain and score 5:0 within a minute ; while Random players would grab the cell and throw it as far as possible toward their base, hoping a teammate may randomly pick it up. Rather than trying to teamplay correctly sticking together and picking it again when carrier teammate dies. Also I feel it would increase the situations where both carriers are hiding waiting for their team to return their cell (can be quite boring).

    That said I'm all for a bombing run game mode :D
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Wed Dec 09, 2015 3:55 pm

  • Yep the mutator is there and has been released a while ago. I would probably have to revise it again to adjust to the current state of the code. Maybe I can actually get it to be supported as an official mutator and then it will be more compatible with other mods.

    I do see Chatoilles points though. Some Maps could actually favour caps within a few seconds, however, both teams would have that advantage and it would be a different gameplay. It is imho worth testing it, and especially on vehicle ctf, throwing imho is totally needed because they are already too huge.
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Fri Jan 22, 2016 12:35 pm

  • It will be on workshop this weekend.
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Sun Jan 24, 2016 10:23 pm

  • Decided not to release it, as I cannot guarantee the stability of the game as of now. The configuration options can crash the game :(
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