Cl_pitchup Cl_pitchdown

stallioNstallioN Join Date: 2005-06-21 Member: 54363Members
edited July 2005 in NS General Discussion
<div class="IPBDescription">Why were these removed?</div> I was thinking it would be extremely convenient for a Lerk to uncap them and fly circles around the marines much more efficiently. Also, it makes climbing on the ceiling make that much more sense. Was there a way to exploit this command? Because I see no other reason to remove it...

Another situation: Viaduct hive on ns_nothing, a Lerk is trying to escape fire from marines on the catwalk. So instead of flapped up past the railing, down, and turning their mouse to get to the hive, all they have to do is go up past the railing, and one very long pull downward. Also, on co_faceoff in the middle room.

Comments

  • Splinter_SteveSplinter_Steve Join Date: 2005-03-20 Member: 45881Members
    What do they do, exactly? Sounds good.
  • CForresterCForrester P0rk(h0p Join Date: 2002-10-05 Member: 1439Members, Constellation
    I believe that if you set your pitchup/pitchdown really high and spun upside-down, nobody could hit you. Or you became much harder to hit. Something like that.
  • stallioNstallioN Join Date: 2005-06-21 Member: 54363Members
    <!--QuoteBegin-Splinter Steve?+Jul 26 2005, 06:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Splinter Steve? @ Jul 26 2005, 06:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What do they do, exactly? Sounds good. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Basically right now you can't aim past your feet/head. cl_pitchup enabled you to aim past your head. cl_pitchdown allows you to aim past your feet. (I don't know if pitchdown is the actual command, though it would make sense.)
    It would be pretty much like flying an airplane.
    I was thinking that spinning rapidly wouldn't do anything... you still have to reach your target...
  • titaniumtitanium Join Date: 2003-10-31 Member: 22166Members
    cl_pitchup 999 as an onos let you go half upside-down and it looked ridiculous

    it gave no benefit because it's practically impossible to play onos with your viewpoint upside down

    instead of working around it or trying to make it work only for certain lifeforms it was removed entirely
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    It also inverted your hitboxes, or something to that effect.
  • BreakthroughBreakthrough Texture Artist (ns_prometheus) Join Date: 2005-03-27 Member: 46620Members, Constellation
    <!--QuoteBegin-Mouse+Jul 26 2005, 07:31 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mouse @ Jul 26 2005, 07:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It also inverted your hitboxes, or something to that effect. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yes, but wouldn't you still be able to be hit? Or would your model appear like this:
    Model | Hitbox
    O | O

    Where you see the Onos, but his hitboxes are like a foot beside him?
  • 2_of_Eight2_of_Eight Join Date: 2003-08-20 Member: 20016Members
    The hitboxes weren't inversed very well, as far as I know. Although... yeah, if they are fixed, it'd be quite nice to be able to unlimit those. Source <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • TrayderTrayder Join Date: 2003-10-30 Member: 22127Members, Constellation
    they were experimenting with it for lerks without the mouse being inverted on the x-axis during one of the betas, then it got removed for some reason. I assume because of the dodgyness you could pull with it (try it in some other mods and you'll see)
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    i allready suggested something like that before in I&S. Everyone liked it...there were just no devs to post into my thread. Shame on you Zunni <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • GrimmadogGrimmadog Join Date: 2004-04-26 Member: 28213Members
    Was fun being a medic in tfc conc jumping like that though.
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    As long as they stick with hitbox based hit detection, this isn't going to be possible, I don't think.
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    Lerk hitboxes are already messed up noone would notice if it didn't get inverted correctly anyway. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • stallioNstallioN Join Date: 2005-06-21 Member: 54363Members
    <!--QuoteBegin-XCan+Jul 27 2005, 04:50 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XCan @ Jul 27 2005, 04:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Lerk hitboxes are already messed up noone would notice if it didn't get inverted correctly anyway. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    lol

    it would be nice to see this in 3.2 perhaps for the Lerk or Fade.
    but for the skulk you could turn your view so you actually look like you're crawling on the ceiling, not hanging from your back.
Sign In or Register to comment.