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Floating Objects: Abuse of Unreal Engine or Perfectly Fair?

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  • Floating Objects: Abuse of Unreal Engine or Perfectly Fair?

    We all know there are ways to make objects such as Whistlers and crates appear to float in mid air, for example if you put a whistler on top of a crate and then pull the crate away.. the whistler stays in the air. This is used often in blocking the path of a thief since they can't jump over them nor remove them in door ways, at least not without taking other steps like water arrow. This seems to be an abuse of the Unreal Engine. What do you think?
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    Legal: We can all do it
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    Illegal: Abusers should be hung
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  • #2
    Add third option to thread title: "Non-issue in 1.3"

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    • #3
      Fourth option: Don't want to, but, darn it, get down from there!. I ain't gonna spend 30 seconds trying to get that thing not to float!
      "Garlisk's got a lov-el-y bunch of coconuts."

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      • #4
        Originally posted by LaughingRat
        Add third option to thread title: "Non-issue in 1.3"
        Are you certain that they've completely eliminated this problem?

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        • #5
          Summarised (by me half-remembering how the quote goes):
          Just like the real world, the Matrix has rules...but that doesn't mean that those rules can't be broken....(something about being really fast, he must have broadband, lucky sod)
          If you know how to get the engine to work for you, then more power to you. ASLONG AS YOUR METHOD DOESN'T RENDER VICTORY IMPOSSIBLE FOR THE OTHER TEAM.

          Floating objects can be destroyed/stolen & so are perfectly fair in my books. Realism arguments don't apply, since we are playing in a simulation that is meant to represent a "variation" on reality, that it is fun to play thievery in. Also, can you still argue that realism arguments should apply to the "UNREAL" engine?

          Floating objects are a mixed blessing; they can barricade doorways completely off, but also are a pain if you have a thief on the other side sniping through the gaps.

          I've started to take a keen interest in how some of the Thievery items are coded, since it allows me to get a fair prediction of "exactly how close I can get to that whistler" or "what would happen if I dropped this object on that object".

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          • #6
            Originally posted by MrEricSir
            Originally posted by LaughingRat
            Add third option to thread title: "Non-issue in 1.3"
            Are you certain that they've completely eliminated this problem?
            Not absolutely certain, no. But it seems to have been a goal.

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            • #7
              I think, yes. I'm pretty sure it has been eliminated.
              JM

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              • #8
                Originally posted by Lurox
                I think, yes. I'm pretty sure it has been eliminated.
                And Lurox IS the official fanboy, even if he doesn't make the tea.

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                • #9
                  I personnaly like this tactic, NOT the blocking of doorways, but placing whilsters ABOVE the door so they are less likely to be pinched.

                  Ditto to the matrix quote..... The thievery world has psuedo rules, some can be bent, others, may be broke.
                  ~TuF~

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                  • #10
                    Originally posted by Lurox
                    I think, yes. I'm pretty sure it has been eliminated.
                    You really should know that!

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                    • #11
                      I often use this tactic for whistlers, to get 'em to stick beneath rafters so you can hear thieves who walk on them.

                      I think it's fair, because in real life they could be mounted to walls and ceilings as well, so why not in thievery? I like to think of it as a feature instead of a bug.

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                      • #12
                        HAH! I knew it! Pathetic taffers aren't able to match my flying whistler's uber mechanics! (For more info look @ my bio here: http://www.rlf-haunts.com/members.asp ) So what do they do? They start polls whining about how unfair it is to block their way to steal! HAH! I love floating traps, I love floating objects and if you pathetic excuses of thieves can't handle it then start learning how to guard!

                        Seriously now, whistlers are way too expensive for what they do. I think if in 1.3 the gravity defying feature is removed then the price should go down a bit. What do you think?
                        I Need Training!

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                        • #13
                          Originally posted by The_Judge
                          HAH! I knew it! Pathetic taffers aren't able to match my flying whistler's uber mechanics! (For more info look @ my bio here: http://www.rlf-haunts.com/members.asp ) So what do they do? They start polls whining about how unfair it is to block their way to steal! HAH! I love floating traps, I love floating objects and if you pathetic excuses of thieves can't handle it then start learning how to guard!

                          Seriously now, whistlers are way too expensive for what they do. I think if in 1.3 the gravity defying feature is removed then the price should go down a bit. What do you think?
                          They could give them the ability to stick to walls and ceilings... and when they are shot, they fall down.

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                          • #14
                            UT pawns don't follow the laws of physics well when they're still. But when something gives them the slightest momentum , they're affected by gravity again. So it's always possible to knock a whistler back.
                            Yet , actors can't "roll" , they stop falling when their collision cylinder has something under it , even the smallest edge.

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