Approved vsh_convoy exploits / bugs fix request

Discussion in 'Suggestions' started by Meowcenary, Jun 9, 2018.

  1. Meowcenary

    Meowcenary TF2 Admin Contributor

    Steam:

    The two massive vehicles are moving, or give the illusion of moving. Falling off the map causes the player to become more and more distanced from the convoy until they either die from the map damaging them or are teleported back onto the map.

    This "movement" of the trucks causes the following issues:

    Bosses who fall off the map can get wedged in front of these tires on both convoys and take massive damage (note there are more sets of tires not pictured here):
    [​IMG]

    The "grills" on the front of the vehicles allow players to hop down inside the grill, stand on a bar inside and knock any bosses onto the map floor causing them to take massive damage.
    (front grill view):

    [​IMG]

    (inside picture of grill. Heavies/players stand on the two bars inside the grill, one highlighted below and knock the boss onto the map floor):
    [​IMG]


    Two non-player created sentries on the front of both vehicles will attack red and blue players respectively. I suggest they be removed as some unsuspecting non-boss players will get mowed down by said sentry if not destroyed:

    [​IMG]

    If a boss/player falls off the vehicles and hits either invisible wall on either side of the map they will not be teleported back and will be stuck in a corner of the map, unable to get out (note my engineer being stuck in the corner of the map):
    [​IMG]

    Occasional rocks will appear on the floor of the map. If a boss/player is hit by one of these rocks before being teleported, they will be clipped outside the map making them unkillable:
    [​IMG]

    (After hitting a moving rock you will be clipped outside the map)
    [​IMG]

    Bosses / players who survive the drop onto the map floor will be teleported to a platform. Spies camp this spot for backstabs, and bosses are spawned directly on the platform allowing Engineers to physically trap them with teleporters and deal massive damage by telefragging them:
    [​IMG]

    Scouts can constantly double jump in front of the convoys, preventing the map from sending them backwards or killing them. This allows Scouts to delay the round indefinitely:
    (don't have a demonstration, but this is where it happens. They double jump in front of the convoy, keeping the map from sending them backwards to be killed or teleported):
    [​IMG]
     
    Last edited: Jun 9, 2018
    • Agree Agree x 1
  2. Boonie

    Boonie Uncharitable Spy Mapper

    Steam:

    I should be able to do this easily.
    One question though, I'm not quite sure what you mean for your last image. Are the scouts jumping back and forth between the convoys, or something else?
     
  3. Meowcenary

    Meowcenary TF2 Admin Contributor

    Steam:

    They're going to the front of the convoy, jumping off the convoy entirely and landing on the ground below. When they reach the ground below they'll spam their double jump and hold down W in the direction the convoy is "moving" which prevents them from being pushed back.

    I also have most of the bugs on a demo if you need to visually see what I'm talking about. It's a long demo but I can give you demo ticks
     
  4. Droplet

    Droplet Positively Inhumane Poster

    Steam:

    +1
     
  5. Boonie

    Boonie Uncharitable Spy Mapper

    Steam:

    • Winning Winning x 2
  6. Meowcenary

    Meowcenary TF2 Admin Contributor

    Steam:

    Thanks for fixing it up. Appreciate ya
     
    • Friendly Friendly x 1
  7. Dragontamer

    Dragontamer Sufficiently Lethal Scout Contributor

    Steam:

    • Funny Funny x 1
  8. Boonie

    Boonie Uncharitable Spy Mapper

    Steam:

    Oh wow, for some reason the textures didn't get packed, I'll recompile the map now.
    And what do you mean pushes hale back?
     
  9. Droplet

    Droplet Positively Inhumane Poster

    Steam:

    He's probably talking about the air physics of the map. Because the train keeps moving in a straight direction. Most of the times when the hale jumps at a certain height he gets pushed back.
     
  10. Boonie

    Boonie Uncharitable Spy Mapper

    Steam:

    Well, technically the train is stationary and the textures around the train are moving (and the ground has a trigger_push). But I can see there is a bunch of trigger_push's in the sky as well, I left them there because I didn't know if they were needed. I guess I should just remove them since they are not needed? Someone let me know.

    [​IMG]
     
  11. KinCryos

    KinCryos TF2 Admin Contributor Mapper

    Steam:

    I'd remove them, or at least set the speed to something really low (if the Once Only flag is set, un-set it). real-life physics states that even if you're matching the velocity of a moving object and jump high enough from it, you wouldn't suddenly get hit with a sudden change in velocity that would completely halt your horizontal momentum.
     
  12. Meowcenary

    Meowcenary TF2 Admin Contributor

    Steam:

    I don't see why they'd be needed for VSH in the sky. I'd remove the sky ones
     
  13. Boonie

    Boonie Uncharitable Spy Mapper

    Steam:

    Recompiling now.
     
    • Like Like x 1
  14. Boonie

    Boonie Uncharitable Spy Mapper

    Steam:

    Last edited: Jun 11, 2018
    • Like Like x 4
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