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Anti-spawn killing [message #342991] Sat, 26 July 2008 17:02 Go to next message
Veyrdite is currently offline  Veyrdite
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Would it be possible to attach z_blamo_4sec to the spawning characters of GDI and Nod to prevent spawn killing? A spawning effect that lasts for 4 seconds would also be favourable.

Not only would this stop people camping spawn areas but it would also stop mined spawn areas from killing a player the second they spawn.


WOL: Veyrdite Previously: Dthdealer ( a long time ago )

[Updated on: Sat, 26 July 2008 17:02]

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Re: Anti-spawn killing [message #342994 is a reply to message #342991] Sat, 26 July 2008 17:34 Go to previous messageGo to next message
liquidv2 is currently offline  liquidv2
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that'd be cool but 4 seconds is more than long enough for a good gdi soldier to rape you or grab an engi and c4 you

eh?


liquidv2
Re: Anti-spawn killing [message #342996 is a reply to message #342991] Sat, 26 July 2008 17:46 Go to previous messageGo to next message
Homey is currently offline  Homey
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I rarely get spawn killed, let alone from people doing it just to camp. If you aren't fast enough then tough shit. Also if I'm c4ing your barracks mct and you spawn in there - you are a threat right away and I'll be dead in 5 seconds unless I kill you first. I could see this as an option for infantry only maps where spawn killing could be an issue. For regular aow, no.

Homey
Re: Anti-spawn killing [message #342999 is a reply to message #342991] Sat, 26 July 2008 18:41 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
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i think it whould be a cool idea......be able to be blamo but i say 2 seconds......long enough to see whats going on......


or make it when u spawn u cant die untill u move.......and by move i mean move,move gun, or any type of movment by the person controlling the person
Re: Anti-spawn killing [message #343007 is a reply to message #342991] Sat, 26 July 2008 19:55 Go to previous messageGo to next message
DrasticDR is currently offline  DrasticDR
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what Homey said
Re: Anti-spawn killing [message #343014 is a reply to message #342991] Sat, 26 July 2008 20:15 Go to previous messageGo to next message
gkl21
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If your team let, or the enemy gained into your base, then they deserve to kill whatever comes... Just quickly move while you are in the mid section of reviving so hopefully they won't get you ... if you want a timer, then 1 second is sufficient (no more) if you are worried about spawn killing, since spawn killing is being killed when you get spawned.
Re: Anti-spawn killing [message #343018 is a reply to message #342991] Sat, 26 July 2008 20:45 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
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i sya have it where u cant be killed 2-3 sec when u spawn BUT if you move ( and i dont meam pushed by another player) then it wont work so like if u spawn guy cant kill u for a few sec but if u access a pt or move even just to look around it dont work anymore
Re: Anti-spawn killing [message #343019 is a reply to message #342991] Sat, 26 July 2008 20:46 Go to previous messageGo to next message
KobraOps is currently offline  KobraOps
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How about dont change anything with it because it isnt a bug or a problem?
Re: Anti-spawn killing [message #343020 is a reply to message #343018] Sat, 26 July 2008 20:46 Go to previous messageGo to next message
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This idea will make Renegade bad...

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Re: Anti-spawn killing [message #343022 is a reply to message #342991] Sat, 26 July 2008 21:11 Go to previous messageGo to next message
Craziac is currently offline  Craziac
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I have to agree with pawkyfox. Proximity C4'ing spawn points is one of the most fun things to do. Besides, I'd still like to have SOMETHING for my moderators to do.

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Re: Anti-spawn killing [message #343045 is a reply to message #342991] Sun, 27 July 2008 02:59 Go to previous messageGo to next message
Ghostshaw is currently offline  Ghostshaw
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IMO this would be something a server owner does not us. I'll check to be sure but I think the hooks to make this possible already exist.

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Re: Anti-spawn killing [message #343046 is a reply to message #342991] Sun, 27 July 2008 02:59 Go to previous messageGo to next message
Goztow is currently offline  Goztow
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Spawn killing is compensated by easy refilling. This is not a problem, hence shouldn't be solved.

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Re: Anti-spawn killing [message #343083 is a reply to message #342991] Sun, 27 July 2008 12:41 Go to previous messageGo to next message
GEORGE ZIMMER is currently offline  GEORGE ZIMMER
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Yeah, it's only a problem in an infantry only map. Which are fan maps. In which case, the fan map maker should then put the anti-spawnkill thing on.

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Re: Anti-spawn killing [message #343096 is a reply to message #342991] Sun, 27 July 2008 14:20 Go to previous messageGo to next message
Jamie or NuneGa is currently offline  Jamie or NuneGa
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if someone spawns in a building that you are c4'ing if you don't kill them fast, then they will kill you... it makes sense to spawn kill them... any decent player will kill you if you don't.

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Re: Anti-spawn killing [message #343495 is a reply to message #342991] Tue, 29 July 2008 11:18 Go to previous messageGo to next message
ErroR is currently offline  ErroR
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I don't think it should be aded. RxD has that script but it causes some bugs like: When u spawn and get killed u don't die but the person who shot u still gets a kill , multiple kill bug (randomly happens when u get more than 1 kill for a pers. a nuke that detonated a sec after a player spawned near it gave the planter 20 kills but the spawnt player didn't get a scratch) Very Happy
Re: Anti-spawn killing [message #361416 is a reply to message #343495] Thu, 04 December 2008 16:13 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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ErroR wrote on Tue, 29 July 2008 20:18

I don't think it should be aded. RxD has that script but it causes some bugs like: When u spawn and get killed u don't die but the person who shot u still gets a kill , multiple kill bug (randomly happens when u get more than 1 kill for a pers. a nuke that detonated a sec after a player spawned near it gave the planter 20 kills but the spawnt player didn't get a scratch) Very Happy


that could be fixed , blame ello


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Re: Anti-spawn killing [message #361495 is a reply to message #342991] Fri, 05 December 2008 02:25 Go to previous messageGo to next message
Wiener is currently offline  Wiener
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I wouldn't want that. Example: when I c4'ed a mct and someone spawns in that building, I immediately shoot (and hopefully kill him). Technically thats spawn killing but as Goz said, the one defending always has the possibility for a quick pt refill

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Re: Anti-spawn killing [message #361496 is a reply to message #343495] Fri, 05 December 2008 03:33 Go to previous messageGo to next message
reborn is currently offline  reborn
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ErroR wrote on Tue, 29 July 2008 14:18

I don't think it should be aded. RxD has that script but it causes some bugs like: When u spawn and get killed u don't die but the person who shot u still gets a kill , multiple kill bug (randomly happens when u get more than 1 kill for a pers. a nuke that detonated a sec after a player spawned near it gave the planter 20 kills but the spawnt player didn't get a scratch) Very Happy



The problem is most likely caused by some fast health refilling script being attached to the player for x amount of seconds when they spawn, rather then changing there skin type to blamo for x amount of seconds instead.

Everytime you take a player below 0 health it counts as a kill, so regenerating there health like that makes it possible to gain these crazy amount of kills, especially with weapons that have splash damage and quick to fire. Such as the MRLS.

This could be implemented by server owners now if they wanted to do it, and the way described by ssnipe. But yeah, it isn't really a bug.



Re: Anti-spawn killing [message #361762 is a reply to message #342991] Sun, 07 December 2008 06:53 Go to previous messageGo to next message
RTsa is currently offline  RTsa
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Dthdealer wrote on Sun, 27 July 2008 03:02

Would it be possible to attach z_blamo_4sec to the spawning characters of GDI and Nod to prevent spawn killing? A spawning effect that lasts for 4 seconds would also be favourable.

Not only would this stop people camping spawn areas but it would also stop mined spawn areas from killing a player the second they spawn.


Oh dear god that'd be horrible.

But I think others have already said something similar...


Re: Anti-spawn killing [message #362944 is a reply to message #342991] Fri, 12 December 2008 22:58 Go to previous messageGo to next message
Canadacdn is currently offline  Canadacdn
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PLECOS MASTER
The new RP2 has anti-spawnkilling measures in it. You know, because RP2 rocks.
Re: Anti-spawn killing [message #362978 is a reply to message #362944] Sat, 13 December 2008 06:20 Go to previous messageGo to next message
EvilWhiteDragon is currently offline  EvilWhiteDragon
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Canadacdn wrote on Sat, 13 December 2008 06:58

The new RP2 has anti-spawnkilling measures in it. You know, because RP2 rocks.

If you read the above you'll see that a lot of people think that antispawnkill doesn't rock, so you know, apparently RP2 doesn't totally rock...


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Re: Anti-spawn killing [message #362992 is a reply to message #362978] Sat, 13 December 2008 08:25 Go to previous messageGo to next message
u6795 is currently offline  u6795
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EvilWhiteDragon wrote on Sat, 13 December 2008 08:20

Canadacdn wrote on Sat, 13 December 2008 06:58

The new RP2 has anti-spawnkilling measures in it. You know, because RP2 rocks.

If you read the above you'll see that a lot of people think that antispawnkill doesn't rock, so you know, apparently RP2 doesn't totally rock...

In Rp2 the situation is entirely different, and spawnkilling can be a huge problem. It's right that it's fixed, trust me.


yeah
Re: Anti-spawn killing [message #363070 is a reply to message #362992] Sat, 13 December 2008 17:33 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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u6795 wrote on Sat, 13 December 2008 08:25

EvilWhiteDragon wrote on Sat, 13 December 2008 08:20

Canadacdn wrote on Sat, 13 December 2008 06:58

The new RP2 has anti-spawnkilling measures in it. You know, because RP2 rocks.

If you read the above you'll see that a lot of people think that antispawnkill doesn't rock, so you know, apparently RP2 doesn't totally rock...

In Rp2 the situation is entirely different, and spawnkilling can be a huge problem. It's right that it's fixed, trust me.

And its not anti spawn killing, you just kill yourself if you kill them, and they get the points for the kill.


Re: Anti-spawn killing [message #363087 is a reply to message #342991] Sat, 13 December 2008 19:53 Go to previous messageGo to next message
R315r4z0r is currently offline  R315r4z0r
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Spawn killing isn't that big of a deal in Renegade...
Re: Anti-spawn killing [message #363089 is a reply to message #363087] Sat, 13 December 2008 20:05 Go to previous messageGo to previous message
Ethenal is currently offline  Ethenal
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R315r4z0r wrote on Sat, 13 December 2008 20:53

Spawn killing isn't that big of a deal in Renegade...



-TLS-DJ-EYE-K wrote on Mon, 18 March 2013 07:29

Instead of showing us that u aren't more inteligent than a Toast, maybe you should start becomming good in renegade Thumbs Up

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