ForceRespawn();

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Expand view Topic review: ForceRespawn();

Re: ForceRespawn();

by edward850 » Wed Oct 15, 2008 9:46 pm

You know what, it does seem a little sarcastic, but its not supposed to be.

Re: ForceRespawn();

by Project Shadowcat » Wed Oct 15, 2008 9:28 pm

edward850 wrote:You mean something where it doesn't kill the player, but still requires you to respawn? Meaning that the player just stops being controllable, still vulnerable and what not, and just stands there waiting for you to respawn?

Nice idea Xaser. I love your thinking.
I couldn't tell if that was sarcasm or not, because I second Xaser.

Re: ForceRespawn();

by edward850 » Wed Oct 15, 2008 9:16 pm

You mean something where it doesn't kill the player, but still requires you to respawn? Meaning that the player just stops being controllable, still vulnerable and what not, and just stands there waiting for you to respawn?

Nice idea Xaser. I love your thinking.

Re: ForceRespawn();

by Xaser » Wed Oct 15, 2008 8:20 pm

Well, here's a question then. Is it at all possible to implement some sort of a "silent kill" ACS function that will kill the player without any sound or red flash? In this case it will be perfectly usable for this type of situation (thus proving a better alternative to this thread). But yes, in some cases it wouldn't be desirable to have, say, an ally die yet still see your own screen flash and all that.

Re: ForceRespawn();

by XutaWoo » Sun Oct 12, 2008 11:10 am

Graf Zahl wrote:space
Technicly, it's e for me. :P

Re: ForceRespawn();

by Graf Zahl » Sun Oct 12, 2008 4:20 am

Nothing of what you have to offer sounds realistic. If you want to end the game, kill the player. It's up to the user to press space to respawn, not the maps.

Re: ForceRespawn();

by edward850 » Sun Oct 12, 2008 1:47 am

Graf Zahl wrote:
HotWax wrote: Then it just becomes a question of whether this is something the mod should be able to control...

Sorry for quoting this old post. This is precisely the only question here. I honestly don't believe that this feature would add anything that could benefit the game. All it may do is to annoy the player. Logical result: Request denied.
And altering the players current (Z)angle isn't? What about hiding death sequences that shouldn't be seen?

---

You set an objective on the player. It would seem kind of random if you killed them if the player fails (example, dieing, because someone else died, for no apparent reason).
A multiplayer mode REQUIRES a player (or all of them) to respawn at some very important moment (a cut scene maybe).
A player falls into an abyss. What would be there to kill them if there is no floor, and there would be no indication that they have to start over.
CutmanMike spontaneously explodes, causing his heart-rate monitor to trigger a set of explosives that destroys a radio signal keeping you from randomly having to restart your current mission.
Zdoom gets infested by ants.
Ugh... I get stuck in a moment of making random mission ideas :).

The list goes on...

Re: ForceRespawn();

by Graf Zahl » Sun Oct 12, 2008 1:04 am

HotWax wrote: Then it just becomes a question of whether this is something the mod should be able to control...

Sorry for quoting this old post. This is precisely the only question here. I honestly don't believe that this feature would add anything that could benefit the game. All it may do is to annoy the player. Logical result: Request denied.

Re: ForceRespawn();

by HotWax » Sat Oct 11, 2008 10:14 pm

Ugh. Why must some "omg mapper exploit" be found for every suggestion anymore?

If the player wants to load a game, start a new game, or simply pause, those functions would remain intact -- bringing up the menu would pause the game (as always) and the ACS script wouldn't be able to get around that. And come on, larger maps on slower computers? You've got to be trying to find fault with that suggestion. :nope:

This would not be able to do any significant harm to the player. All it would be for is for creating alternate-style death effects for mods that need them. (Imagine a death effect like Goldeneye's, where everything goes slow and dark and then the map restarts, for example) As suggested, this wouldn't even allow the script to prevent the player from respawning, so they could always bypass your intended effect anyway by hitting the use key earlier.

Re: ForceRespawn();

by Macil » Sat Oct 11, 2008 6:09 pm

What real use would this have? The player might not always want to load from their last save when they die - they might want to pick a different save, start a new game, or quit. This type of thing shouldn't be exposed to ACS. Especially on slower computers in larger levels, where restarting the map can take a lot of time.

Re: ForceRespawn();

by HotWax » Fri Oct 10, 2008 11:49 pm

XutaWoo wrote:Why not have a parameter that decides if it's a "boot to last save/start level from pistol start" respawn or "multiplayer respawn." It wouldn't matter if was multiplayer, where it'd automaticly do that second.
Because that'd be redundant with the "allowrespawn" MAPINFO flag. :P

Look, all this should do is act like the player pressed use while they were dead. That's all.

Re: ForceRespawn();

by XutaWoo » Fri Oct 10, 2008 10:38 pm

Haha what.

Re: ForceRespawn();

by esselfortium » Fri Oct 10, 2008 10:36 pm

HotWax wrote:MEGA-BUMP
(Insert lots of lens-flares and echo and SCHWING! effects here)
http://sl4.poned.com/m4glowjesus.png ?

Re: ForceRespawn();

by XutaWoo » Fri Oct 10, 2008 9:17 pm

Why not have a parameter that decides if it's a "boot to last save/start level from pistol start" respawn or "multiplayer respawn." It wouldn't matter if was multiplayer, where it'd automaticly do that second.

Re: ForceRespawn();

by HotWax » Fri Oct 10, 2008 8:21 pm

Again, this wouldn't be to force a multiplayer-style respawn in single player. For that, we already have the [wiki]MAPINFO[/wiki] "allowrespawn" flag. This would instead force the player to restart at their last save or the beginning of the level, just as if they'd pressed use.

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