*sam* Posted Dec 29, 2007, 12:10 am |
This patch allows you, in squad-based (wilderness) combats only, to take full control of the cars belonging to your squadmates, if they are not in-game. This is necessary for the forthcoming camp combats but will be useful anyway for all wilderness events, I think. So if your squadmate has to leave unexpectedly or suffers a dropped connection etc. you can temporarily control their vehicles until they return. Or even play out the entire event for them.
The only thing that I know won't yet work here is if a car you take control of is your first, you will still be listed in black (as a spectator) at the top-right of the screen. To change this would need an engine update, and I'll wait for more serious changes to do that. To take control of the car of a squadmate who is not in-game, right-click it and choose "Take Control" |
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Mad Mike Posted Dec 30, 2007, 9:08 pm |
bravo, a much needed option! | ||||||
WolfEater Posted Dec 31, 2007, 1:31 pm |
this will be very helpfull even i dislike some 1 touching my stuff | ||||||
Jim Posted Dec 31, 2007, 1:56 pm |
you could have an opt out option | ||||||
Joram Posted Dec 31, 2007, 4:45 pm |
If such event happened, what prevents someone from taking my cars and then kamikazee them in to draw off fire? I'd hate to have someone play my car with any less respect than the way I play my own. Good thing I have a good connection! | ||||||
*Ayjona* Posted Dec 31, 2007, 5:26 pm |
Perhaps an option could be added that prevents taking control of cars, at least in normal scout events? In this way, those who are vary of their teammates, or who would prefer for their most precious vehicles to run away, can set that option. | ||||||
pweelg Posted Dec 31, 2007, 5:39 pm |
Or a trust my cars to **Squad member** option
dont know how easy that would be to code tho |
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*sam* Posted Dec 31, 2007, 9:45 pm |
I can put in an option, sure. Should it be an option that you set on your gang page on the website? Or one that you choose in the game client? Should it be 'yes' or 'no' by default? | ||||||
WolfEater Posted Dec 31, 2007, 10:59 pm |
no by defult |
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pweelg Posted Jan 1, 2008, 12:22 pm |
no by default, i would prefer the website would be more intuative
maybe near the pay gang box...Trust this gang to control my cars ? |
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*viKKing* Posted Jan 1, 2008, 12:23 pm |
Couldn't it be done at the time you add vehicles to the squad? | ||||||
pweelg Posted Jan 1, 2008, 12:38 pm |
Yeah i guess, but if it someone you scout reguarly with then i would just like the system to remeber it incase i'm not likely to :P
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Alocalypse Posted Jan 1, 2008, 1:45 pm |
Definatley default to off, being able to change it in the squad page quickly to use a different setting for some scouts could come in handy. | ||||||
*sam* Posted Jan 1, 2008, 4:02 pm |
My concern about setting it to 'no' by default is that this defeats one of the main purposes of this function, which is when you unexpectedly lose your connection and perhaps cannot regain it.
The squad page might be the best place to control it though, ye. |
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*Ayjona* Posted Jan 1, 2008, 4:08 pm |
Hmm, this be a wee bit advanced, but how about a "trusted allies" page on the webpage, where you can list the people you really trust unconditionally? These fellas would, of course, be allowed to take control of your cars in a scout. Together with a contextual meny option in the client to immediately add someone to this list, it could very easily be used to control this new car control function. Perhaps the client could even ask the player every scout if he wants to add any players not already on the list. The use of this page could be expanded for other uses, such as limited control of your own assets, different camp permissions, etc? (Canna really come up with a good example, but I think that you can figure out my confused line of thought ![]() EDIT: Or even a "permissions" page, where you set permissions for different kinds of other-player interaction with yer stuff through different text fields. One for "take control of cars in combat upon disconnect", for example, with an option to set the default state for non-listed players. EDIT2: Things got terribly confusing here. Well, I hope you can follow my derailed train of thought for a few seconds, at least ![]() |
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*Toecutter* Posted Jan 2, 2008, 10:50 am |
quick question Sam, what happens to one's car in a multi-player scout when they get discon'd? Doesn't the AI continue playing for them?
Now we've all seen how the AI drives, now ask yourself wouldn't u rather a team-mate driving or Sam's wonderfuly adept AI ![]() P.S. no offense intended Sam, lol...The AI is good, but don't try to make em too good lol, these 3-4:1 odds are already a killer ![]() |
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*sam* Posted Jan 2, 2008, 1:57 pm |
Nice ideas ayjona. What I'll do is make this 'trusted allies' list and also provide options in-game so you can quickly allow or disallow your cars from being controlled by others during a scout.
Yes, the AI takes over. Depending on your options they will either run away or fight. This is over-ridden if another player takes control. |
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Alocalypse Posted Jan 2, 2008, 7:37 pm |
A few slight problems I noticed:
I was able to take control of Xanders car at the start of the event before he showed up. (this probably shouldn't be allowed) I only saw 1 guy in the management tab of his car (even though there was 3) At looting his 3 characters (from the car I controlled) were in my temporary area and according to xander in his car too. So it made the looting go out of synch a bit, he didn't see his characters that I put in the careless characters box, but I saw them go away when he moved said chars out of his car and into looted cars. We left one character in the careless box and I put him into one of my cars, which worked (he was in there after the event ended). |
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darthspanky Posted Jan 7, 2008, 12:56 am |
is the choice to allow computer control or player control ready yet? i saw a player go suicidal with another players nicked guy despite my warnings i dont want anyone doing that to my characters and i dont want to allow anyone to control my guys if there going to do that. | ||||||
*sam* Posted Jan 7, 2008, 1:10 am |
I fixed that one.
I'll look into it.
Not yet sorry, I'll do that ASAP. |