Target indicator

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RaGe|DB
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Joined: 20-08-2003 17:43

Target indicator

Post by RaGe|DB »

Hiiiiiiii \o/.
i used to play TO (tactical ops ) and there were binds like
xsay >> -- I got ur back #T -- <<
the #t then was ur target where u aimed for. this could be usefull when ur defending like

xteamsay >> -- #T is open, Plz Mark him -- <<
u think u guys can make those things? \o/
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Rens2Sea
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Post by Rens2Sea »

Awsome idea :D \o/
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DavidM
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Post by DavidM »

yaya, all coming
our plans are so big, jero is just pretty alone doing all that stuff, and we have more important stuff first
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Rens2Sea
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Post by Rens2Sea »

"#T, you fucking moron!"
"Where is the defense?!!? Yes i'm looking at you, #T!"
"#T, boost me!"
"#T, let me boost you!"
"Manmark #T!"
"Pass to #T"
"#T, i'm gonna pass to you!"
"#T, get back here and defend!"

ooooh, so much ideas :D
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Chick-kun
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Post by Chick-kun »

ownage idea :p
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RaGe|DB
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Post by RaGe|DB »

yep :) and u can even do #h <- health
like
"" Dont pass to me, im covered and i got #H health, will nev0r survive!!!!!""
WickedSick
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Post by WickedSick »

Yeah sounds pretty good to me.

Just make sure there's not a huge bug pls :)
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RaGe|DB
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Post by RaGe|DB »

WickedSick wrote: Yeah sounds pretty good to me.

Just make sure there's not a huge bug pls :)


yeah like..something mysterious like when u do #leet
>> -- Pass to #leet -- << it sais >> -- Pass to "DavidM" --<< :p
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Rens2Sea
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Post by Rens2Sea »

/me hugs chickens avatar <:D , it's soo cute <:D


What about a second target? :O
That somehow if you go over a player and press a button, you lock T1 to that player, then you can go over the other player and press the button again and it will lock T2 to that player, that way you can use binds like:

"#T1, man-mark #T2"
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RaGe|DB
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Post by RaGe|DB »

Rens2Sea wrote: /me hugs chickens avatar <:D , it's soo cute <:D


What about a second target? :O
That somehow if you go over a player and press a button, you lock T1 to that player, then you can go over the other player and press the button again and it will lock T2 to that player, that way you can use binds like:

"#T1, man-mark #T2"


that way it would get to hard. its not about making out who #t1 or 2 is, its still about gameplay. i guess u would be to busy with locking on those enemies instead of watching ur radar etc.
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Rens2Sea
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Post by Rens2Sea »

Well, it could be good for the keeper, since he has the best overview and has nothing to do most of the time
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RaGe|DB
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Post by RaGe|DB »

they should make warp thingies in the corners of the map to go to the skybox, from there u lock-on and warp back :D
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R3L!K
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Post by R3L!K »

The idea of locking a target was something i was thinking of too.

I thought it may be useful if u want to maintain a lock pass on somebody but they go out of view/targeting range.

Implementation: when somebody is targeted u hold a key and the targeting reticle stays on them whereever they are in relation to you. Pressing pass will always pass to them even if u cant see them.
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Axl
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Post by Axl »

The health one u can do anyway in UT2003, i had summit like

"I am %l -- With %h health"

as a bind, and i believe there are loads of other codes to do the target player and other stuff
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Axl
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Post by Axl »

cant find ne thing about target players just:

%h = current health
%s = current armor
%w = current weapon
%a = current adrenaline
%l = current location

but im sure its possible i remeber having it in UT and im sure they would have left it in UT2003
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