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Target indicator

Posted: 01-09-2003 09:51
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/

Posted: 01-09-2003 09:55
by Rens2Sea
Awsome idea :D \o/

Posted: 01-09-2003 09:55
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

Posted: 01-09-2003 09:59
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

Posted: 01-09-2003 10:02
by Chick-kun
ownage idea :p

Posted: 01-09-2003 10:03
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!!!!!""

Posted: 01-09-2003 10:06
by WickedSick
Yeah sounds pretty good to me.

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

Posted: 01-09-2003 10:07
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

Posted: 01-09-2003 10:07
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"

Posted: 01-09-2003 10:09
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.

Posted: 01-09-2003 10:12
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

Posted: 01-09-2003 10:12
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

Posted: 01-09-2003 11:06
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.

Posted: 01-09-2003 14:02
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

Posted: 01-09-2003 14:04
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