id Software's Usenet Group Posts Archive!

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.



-/