Author Topic: deconner problem  (Read 10985 times)

Caveman

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deconner problem
« Reply #30 on: January 28, 2007, 03:15:35 pm »
doh why use what's already there if a new patch can be made?
Just !denybuild all on connect and let the (hopefuly) present Admin decide on who gets to build.

Geez, those were the days when you could expect from all to have at least brain v0.5 ...

Nux

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deconner problem
« Reply #31 on: January 28, 2007, 04:13:29 pm »
The deconstructing problem IMO is not so much of a problem. It's easy enough to impose restrictions on what a person can and can't do when they aren't trusted.

What about the destructing problem? (i.e. nading/painsawing/lucifying/flaming/etc. the base) That's something harder to deal with.

You can just turn freindly-fire off for structures. This would mean no penalty for lucifying anything that comes near the base or whatever else that would result in losing half of your buildings and earning a dunce cap. This, like most FF can detract from the realism. (IMO dretch FF is the only good one, as I prefer to think of dretches as tough like rubber).

Foobicam

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Re: A simple patch that allows deconstruction to be turned o
« Reply #32 on: February 03, 2007, 10:39:11 pm »
Quote from: "xoltra"
I came up with a simple patch ...

Necro!!!  Necro!!!

 ... just thought I'd do my part to flame a user who is contributing something, to take the load off of the forum's regular guardians of justice and decorum.

Whew - I feel more l33t already!
url=http://img265.imageshack.us/img265/472/foobvn0.jpg]Image Sig[/url] removed.

n00b pl0x

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deconner problem
« Reply #33 on: February 04, 2007, 12:00:30 am »
foob youll be grandmasterl33t anyday now.
will sort out my sig, or I will get banned.

HOW DO I SORTED SIG?

xoltra

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deconner problem
« Reply #34 on: February 04, 2007, 02:57:08 am »
Thanks for all who provided feedback on my simple patch.  I didn't know about the "denybuild" mod, but that's good to know.  The ability to designate builders is also interesting.  You can read about such a mod here:
    http://features.moddb.com/283/tremulous
Perhaps something like what I did could be integrated into it specifically control deconing.

Somebody made the good point that there is vandalism other than deconing that can be done, such as simply destroying equipment with weapons.  That is true, but it tends to take a bit longer and is more conspicuous.