General > Suggestions

/sos

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S:
i dont know exactly, but yes it screws up in some cases so it might be like that

►R1d3r™:

--- Quote from: nero on July 11, 2013, 08:45:02 am ---
--- Quote from: fastcake on July 11, 2013, 08:10:59 am ---
--- Quote from: nero on July 11, 2013, 08:00:11 am ---Otherwise, for example in slow and curvy races through small towns, the teleport to last CP could be abused, cause it takes more time to get out of some front porch, instead of just teleporting to last CP (right back on the street).

--- End quote ---

theres a system to prevent that

--- End quote ---

Could you describe how this system works then?

If the rule for the sos-cmd would be "return to last taken cp", how could you find out via script if it's abused or not? Only way I can imagine is via distance to cp, but this would cause some troubles in other cases.

--- End quote ---
Problems will in both cases. They are not going anywhere..!

[FSR]Ush:
You get frozen when your distance to CP gets shorter by using /sos.

[MAF]Karlis:

--- Quote from: nero on July 11, 2013, 08:45:02 am ---
--- Quote from: fastcake on July 11, 2013, 08:10:59 am ---
--- Quote from: nero on July 11, 2013, 08:00:11 am ---Otherwise, for example in slow and curvy races through small towns, the teleport to last CP could be abused, cause it takes more time to get out of some front porch, instead of just teleporting to last CP (right back on the street).

--- End quote ---

theres a system to prevent that

--- End quote ---

Could you describe how this system works then?

If the rule for the sos-cmd would be "return to last taken cp", how could you find out via script if it's abused or not? Only way I can imagine is via distance to cp, but this would cause some troubles in other cases.

--- End quote ---

the system is not flawless, it can do occasional false positive, but it does prevent pretty much any abuse of this sort.
it checks various distances between points like the previous and next checkpoint and current and new car position, and detects if there's an u-turn.
in that case, if its possible to gain some progress with it, it gives you some penalty.

and, to not block someone else, you don't get frozen, but launched perfectly straight into air, which means you cant gain any horizontal speed, but have to wait until you land again.

[MAF]Agus:
10 seconds back in time, returning to last CP would be a problem if the CP is in the middle of the air (in which case you'll just have to do /r anyway)

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