Marine Weapons Stay

CaucasianCaucasian Join Date: 2002-11-26 Member: 9993Members
Anyone thought of a plugin that will allow marine weapons to stay instead of dissapearing after 30 seconds? I think that may be a great help to the marines. I do have mp_weaponstay 1. But they still dissapear.


Any thoughts?

Comments

  • BioHazardBioHazard Join Date: 2002-11-07 Member: 7495Members
    edited February 2003
    that would be alot of entities that clear out not bieng cleared... think about how much each rine dies and how many pistols and lmgs there would be laying around.. would be cool but i think it could also cause a problem. plus a comm would only have to create one for each person and then never have to make another high end weapon.
  • EpochEpoch Join Date: 2002-10-10 Member: 1474Members
    I thought there was a server-side variable that controlled the time they stay before disappearing (mp_weaponstaytime). However, I tried it and it either doesn't exist (not a real cvar) or it's hard-coded.
  • CaucasianCaucasian Join Date: 2002-11-26 Member: 9993Members
    Well you know not LMG's or pistols, but more like shotguns, HMG's and GL's, and welders. Only weapons that cost money.
  • EpochEpoch Join Date: 2002-10-10 Member: 1474Members
    As far as I know, if the variable does exist and function, it applies to all weapons.
  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    so in effect you're asking for something that will unbalance the teams :/
  • DuckDuck Join Date: 2002-11-18 Member: 9195Members
    Before I say this, I must qualify it by saying I do enjoy NS, I think Flayra has done a way better job than I ever could, and the game is more balanced than some mods I have played. That said, please read <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=8&t=22994' target='_blank'>http://www.unknownworlds.com/forums/in...=ST&f=8&t=22994</a> before saying that this simple modification he/she has asked for would "unbalance" the teams. You haven't seen it in action, so you cannot predict the results. The current win percentages of aliens proves that it isn't balanced.
  • MoroseMorose Join Date: 2002-11-03 Member: 5961Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The current win percentages of aliens proves that it isn't balanced. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Correction... the current win percentages of aliens proves that it isn't balanced ON THOSE SERVERS. That is all.
  • verboseverbose Join Date: 2002-11-25 Member: 9968Members, Constellation
    <!--QuoteBegin--Duck+Feb 13 2003, 02:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Duck @ Feb 13 2003, 02:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You haven't seen it in action, so you cannot predict the results. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Oh yes I can. This is screwing with the resource model at the highest level. There's a reason the big guns cost so much; they are not to be treated like everlasting gobstoppers. How could the kharaa hope to stop an HMG rush? Or a jetpacking marine mid game? If he dies, it's only 9 res to equip him again, for he can just recover his old gun. It's hard enough for the Kharaa to camp guns until they disappear as it is.
  • mathyoumathyou Join Date: 2002-11-28 Member: 10131Members
    It is pretty safe to say this would be a major boost the marines. We don't need to see it in action to predict the results. The only way the obvious predictions could be wrong is if the plugin doesn't work as designed. Maybe we could just have aliens spawn back as whatever they were when they died.

    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    I also think it is a very bad idea.

    A)When applied to all weapons, it would bog down servers with insane amounts of entities.

    B)When applied only to the "big guns," it would greatly unbalance game play. Weapon equips would only need to happen once, meaning that a team could never have to buy "new classes" the same way the aliens do, greatly reducing resource expenditure.
  • backburnbackburn Join Date: 2003-01-05 Member: 11855Members
    heres an idea, increase the time to a minute or longer (forever? for all but pistol and lmg?)
    then allow the aliens to "eat" dropped weapons to destroy them.

    Not only would it add another aspect to the game it would balance the two as well.

    If the team doesnt code this, i may write a metamod plugin for it.

    Lataz
  • Grimm_SpectorGrimm_Spector Join Date: 2002-11-01 Member: 3309Members, Constellation
    <!--QuoteBegin--Epoch+Feb 13 2003, 05:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Epoch @ Feb 13 2003, 05:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I thought there was a server-side variable that controlled the time they stay before disappearing (mp_weaponstaytime). However, I tried it and it either doesn't exist (not a real cvar) or it's hard-coded. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    That's only for world entities, meaning weapons that are on the ground in a mod, like the rpg sitting around in DMC, or the ammo_pack in TFC....
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