I always prefered the strategic weapons over the brute-force weapons, just due to there shear coolness. Tripmines are by far one of my favorites of all time. Seldom are they useful in a game though, because of their gameplay restrictions and the way the levels are built. In comparsion though, JK would be perfect for Tripmines. Pleanty of maps have nice, small winding corriders or small shafts that are prefect for hiding a tripmine.
After seeing the Tripmine in the 'Enhancement Pack 2.0' I was duely impressed. The only problems were you could only use ONE. Then I discovered they also weren't multiplayer. I was pretty upset, those would be a tight addition to almost any game.
I spent quite a bit of time tearing about that tripmine, and I got down almost all of how it worked. But no matter what I did, I was unable to build a multiplayer version. And I -KNOW- Its possible. Its just tricky.
From what I could tell, the Tripmine from the Enhancement pack was pretty straight forward. The mine fires a 'traplaser', which dies when it hits a player or surface. When it dies, it checks its distance with the placed mine (stored in bin 130 on the local player) and if it doesn't equal the last checked distance (stored in bin 132 on the local player) it uses a sendmessage to the weapon cog to trigger the detonate. Lot of work.
Now, I was able to reproduce almost all of this with client cogs and such.. But the only problem is remembering WHICH MINE fired the laser in the first place. The catch is: The mine fires the laser. The laser hits a wall and creates the 'glow'. The glow can't tell which mine fired it, because it wasn't mine fired. It was 'fired' from the laser when it died. Now, I did try using the GetParentThing twice, once for the laser, then to the mine. Doesn't work.
Anybody have any thoughts on how someone could do this? I like the Enhancement Packs style better than a FirstThinginView because ANYTHING that interrupts the beam trips the mine, doors, actors, crates, etc. Not just players/actors and such. I think this would make a tight multiplayer weapon, I just can't figure out how to keep the mines straight.
After seeing the Tripmine in the 'Enhancement Pack 2.0' I was duely impressed. The only problems were you could only use ONE. Then I discovered they also weren't multiplayer. I was pretty upset, those would be a tight addition to almost any game.
I spent quite a bit of time tearing about that tripmine, and I got down almost all of how it worked. But no matter what I did, I was unable to build a multiplayer version. And I -KNOW- Its possible. Its just tricky.
From what I could tell, the Tripmine from the Enhancement pack was pretty straight forward. The mine fires a 'traplaser', which dies when it hits a player or surface. When it dies, it checks its distance with the placed mine (stored in bin 130 on the local player) and if it doesn't equal the last checked distance (stored in bin 132 on the local player) it uses a sendmessage to the weapon cog to trigger the detonate. Lot of work.
Now, I was able to reproduce almost all of this with client cogs and such.. But the only problem is remembering WHICH MINE fired the laser in the first place. The catch is: The mine fires the laser. The laser hits a wall and creates the 'glow'. The glow can't tell which mine fired it, because it wasn't mine fired. It was 'fired' from the laser when it died. Now, I did try using the GetParentThing twice, once for the laser, then to the mine. Doesn't work.
Anybody have any thoughts on how someone could do this? I like the Enhancement Packs style better than a FirstThinginView because ANYTHING that interrupts the beam trips the mine, doors, actors, crates, etc. Not just players/actors and such. I think this would make a tight multiplayer weapon, I just can't figure out how to keep the mines straight.