quake/articles/1996/art-798
Path: mantis!not-for-mail
From: "Brian M. Banas"
Newsgroups: rec.games.computer.quake.announce
Subject: THE ANSWER TO SLIDING IN CTF
Date: 6 Dec 1996 18:35:46 -0000
Organization: Netwave Internet, Inc.
Lines: 24
Sender: tony@jobstream.co.uk
Approved: quake@mantis.co.uk
Message-ID: <01bbe261$9b78a220$5d8470cf@bananas>
OK ppl, her it goes-
If you've ever used a .mdl editor, you know that each action (running,
dieing, etc.) has an animation for it. there are about 7 ways to die, a few
of which the quake person ends up flat on the ground.
So, what happens is when you have the grappling hook selected for too
long, quake starts to go through every animation, and when it gets to the
dieing animation and your opponent is lying on the floor while running, it
looks like he's sliding. This in NO way affects his height (e.g., hes
actually still standing and can kill him by firing above him). There is
also no way to make this happen other to hold the hook for a long time and
hope that your doing it. The players themselves cannot tell they are
"sliding" at all.
I think whoever made the grappling hook needs to change this now, becuase
it gets really annoying when people start to use thier console to say
"whats the impulse for sliding" when there is none.
Hope this clears everything up.
-/