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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0000538 | Zandronum | [All Projects] Suggestion | public | 2011-07-29 14:41 | 2011-07-29 16:15 | ||||
Reporter | Decay | ||||||||
Assigned To | unknownna | ||||||||
Priority | normal | Severity | feature | Reproducibility | N/A | ||||
Status | closed | Resolution | no change required | ||||||
Platform | OS | OS Version | |||||||
Product Version | |||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0000538: Server-side flag: Force Fire: state to finish before picking up new weapon | ||||||||
Description | Often times in a heated battle, the force weapon switch flag screws everyone over too many times to count. In zdaemon, this does not happen because of two things; PWO (which I know is not possible in ST) and if you are holding fire while you walk over a weapon, you are not forced to switch, even if it's a priority. Example: In the map SSL2, you often start with a shotgun. If you are being attacked, you naturally want to fire back. However, with the switching as it is currently, you have to time everything around when you want to pick up the SSG. In Zdaemon, you can be firing the shotgun and make your way over to the SSG without the fear of it screwing you over. You can walk over the SSG, pick it up, yet still keep firing your shotgun. This is incredibly helpful in duels. This suggestion would emulate similar behaviour, but after you finish holding fire, you would then switch weapons instead of immediately switching. This would likely help end a lot of bickering about the force-weapon switch on pick up flag. | ||||||||
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Qent (updater) 2011-07-29 14:53 |
IMHO compat_oldweaponswitch should emulate Vanilla behavior. If you're going to deviate from that, then just turn it off altogether. The only place this has is as a client option: it would only take effect when compat_oldweaponswitch is false and switchonpickup is nonzero. |
unknownna (updater) 2011-07-29 15:55 |
> This suggestion would emulate similar behaviour, but after you finish holding fire, you would then switch weapons instead of immediately switching. Players shouldn't be allowed to bypass the vanilla switch/selection behavior when compat_oldweaponswitch is set to 1. That's cheating by vanilla standards. > if you are holding fire while you walk over a weapon, you are not forced to switch, even if it's a priority. If compat_oldweaponswitch is set to 0, you may use these binds to get a similar effect: Name=+attack2 The PWO feature has its own ticket here. |
Decay (reporter) 2011-07-29 16:05 |
Close the suggestion. I had a misconception of what compat_oldweaponswitch was actually intended to do, which prompted this. |
unknownna (updater) 2011-07-29 16:15 |
> Close the suggestion. I had a misconception of what compat_oldweaponswitch was actually intended to do, which prompted this. Your suggestion isn't unreasonable, but it has to be dealt with in a different manner. I advise you to support the PWO ticket. |
This issue is already marked as resolved. If you feel that is not the case, please reopen it and explain why. |
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Supporters: | No one explicitly supports this issue yet. |
Opponents: | No one explicitly opposes this issue yet. |
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Date Modified | Username | Field | Change |
2011-07-29 14:41 | Decay | New Issue | |
2011-07-29 14:53 | Qent | Note Added: 0002005 | |
2011-07-29 15:55 | unknownna | Note Added: 0002006 | |
2011-07-29 16:05 | Decay | Note Added: 0002007 | |
2011-07-29 16:15 | unknownna | Note Added: 0002008 | |
2011-07-29 16:15 | unknownna | Status | new => closed |
2011-07-29 16:15 | unknownna | Assigned To | => unknownna |
2011-07-29 16:15 | unknownna | Resolution | open => no change required |
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