Bug #31287

Knock down feature

Added by WA-Lancer about 3 years ago. Updated about 3 years ago.

Status:Closed Start date:05/11/2012
Priority:Normal Due date:
Assignee:Xeno % Done:

100%

Category:Script
Target version:1.14
Component: Affected Version:
Close Reason:

Description

Is it possible for this feature to be implemented as a module?

Failing that, Could you provide the code to disable this feature if a module is not possible.

The reason I am requesting this is because the griefing potential is far to high.

Associated revisions

Revision 2786b7e2
Added by Xeno about 3 years ago

~ADDED: Module to disable knockdown feature, fixes #31287

History

Updated by rocko about 3 years ago

  • Category set to Script
  • Assignee set to Xeno

Updated by Xeno about 3 years ago

  • Status changed from New to Resolved
  • % Done changed from 0 to 100

Updated by rocko about 3 years ago

  • Target version set to 1.14

Updated by Sickboy about 3 years ago

  • Status changed from Resolved to Closed

Available on Six Updater.

Updated by Nou about 3 years ago

Having it enabled by default is not the solution. Having to add a module to every mission when some communities have easily over a hundred missions in regular rotation is really placing too much burden on them for a feature that has more potential for griefing than legitimate game play.

Updated by Nou about 3 years ago

  • Status changed from Closed to Feedback

Updated by Impulse9 about 3 years ago

Simply put, if we could have this as a module that is added to missions it would help immensely, as opposed to something new which must be added to all missions created prior to this date. The lack of control over whom is allowed to be knocked down creates too much grief with public play sessions.

Updated by Kenquinn about 3 years ago

The knockdown functions tracks if a unit is knocked down based on the setVariable ace_sys_interaction_knockeddown. Setting the variable to true will stop a unit from being knocked down, so currently you can disable it on a per unit basis.

Updated by Sickboy about 3 years ago

Nou wrote:

Having it enabled by default is not the solution. Having to add a module to every mission when some communities have easily over a hundred missions in regular rotation is really placing too much burden on them for a feature that has more potential for griefing than legitimate game play.

While I agree that it could be better it was enabled through a Module, I find it rather disturbing that you mention editing 100's of missions as the only/preferred way how to deal with enabling/disabling modules and features (/gvars/etc).

Perhaps you heard about it some time; Server Side Addon, XEH Pre Init EventHandler, and a script that says something like:

if (isServer) then {
  Some_ACE_Setting = false; publicVariable "Some_ACE_Setting";
  Some_Other_ACE_Setting = false; publicVariable "Some_Other_ACE_Setting";
  // createUnit someAceModule....
};
and so on?

I feel sorry for your mission maintainer if you've been editing all your missions for a simple configuration change!

Updated by rocko about 3 years ago

  • Status changed from Feedback to Closed

HANDELNSIE!

Updated by Nou about 3 years ago

I know it can be done with a server side addon, but not everyone knows how to do that. I don't think much thought about game play was put into this when it was devised, because the first thing that popped into my head was "griefing". Why should we add a feature like this turned on by default and then force every community/server to turn it off with their own custom server side addon? The feature, while interesting is something that would probably only be used in specific missions and I don't see why it needs to be turned on by default when its so ripe for abuse.

Updated by Sickboy about 3 years ago

Sure you might be right, and im not saying it shouldn't be considered/discussed.

However IMO the argument about missions is invalid due to said reasons.
People not knowing about it is rather a different story; people can read and learn, they've done it before :P

I know it can be done with a server side addon, but not everyone knows how to do that

Put it in a wiki page and share it around.

I'll stress again, im not argueing the validity of the opted issue.

Updated by WA-Lancer about 3 years ago

so that was a yes or no to make the module enable it.

Updated by MagicStuffUser about 3 years ago

Xeno, can we add more animations and features for Melee? :)

and knock down time is long, propose to decrease it a bit

Updated by Xeno about 3 years ago

MagicStuffUser wrote:

Xeno, can we add more animations and features for Melee? :)

No, not yet. Waiting for A3. The animations used are OA/A2 animations btw.

Updated by MagicStuffUser about 3 years ago

Damn, mate :), I mean WE can make and add new good animations for this, just need to disscuss it with you, pm please to J-Guid on BIF!
Let's Go, make this feature more better :) Community dreaming about good closecombat features :)

Updated by Xeno about 3 years ago

Oh, lol

Updated by kraze about 3 years ago

1. Make the knockdown time last 1-2 seconds. The knocked down soldier lies down too long - since the hit doesn't send him unconscious for hours.
2. Make a soldier that knocks down his own side to be considered hostile - this is to prevent griefing.

Also available in: Atom PDF