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 Post subject: Other Vote Commands
PostPosted: Wed Apr 13, 2005 1:44 am 
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Potential Other Vote Commands:
---------------------------
vote-selfdamage (turns on or off self-damage)
vote-teleporters (disables or enables all teleporters. maybe with a mode that turns off the exit teleporters)
vote-4runes (whatever the hating ctf runes were)
vote-fasthook (sets hook to fast or slow or cycles thru some hook speeds)
vote-fraglimit (or maybe toggle-fraglimit 10, 15, 20, 25, 39, 50, 100 or none)
vote-timelimit (or toggle-timelimit 5 min, 10 min, 15, 20, 30, 60, none)
vote-weaponsstay (make weapons stay or not)

Game Modes
--------------------
vote-ctf (gives a couple of flags)
vote-instakill (any damage is lethal damage)
vote-tag (what would the rules be?)
vote-gravity (or gravity-toggle, switches between 3 settings)
vote-match (players are locked-in, no new players can join, only watch)
vote-restart (current level is restarted and players lose frags and get default ammo/armor/weapons)
vote-shields (spawn shields toggled off/on, this may exist already).

And, the oldest one:

Set someway to have the frag limit be per team.

------------------------------------------------------------
Re: Vote-Teleporters

At Quake.Trinicom.com CTF, the teleporters don't function and have some bars across them to indicate they don't work.

Another idea:

Vote-host: some way for players to vote a player the "host", which basically gives them the ability to use any of the vote-commands at will to get the settings right without the need of other players to vote.


Last, but not least:

vote-messagemode2 (enables or disables messagemode2)
vote-whisper (all normal talk is messagemode2 talk - so team play players don't need to make custom binds)
vote-quietobs (non-participants can only talk amongst themselves?)

Not all of these ideas are necessarily good ideas and some need refinement and maybe some aren't possible.

It is my understanding that Painkiller was the one who came up with the "commands" idea initially. I don't think anyone ever expected how that small step would evolve into how RQ has changed. (And I'm sure it is more work than the casual observer would think).

[I know some/much of this may be influenced by CRMOD, but CRMOD is not user friendly and the vote-system implemented in RQ is newbie friendly and obvious.]


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PostPosted: Wed Apr 13, 2005 4:07 pm 
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Location: New Jersey, USA
Thanks for the suggestions. Some of those ideas are already in my Todo file.

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 Post subject: Re: Other Vote Commands
PostPosted: Fri Apr 15, 2005 6:15 am 
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Baker wrote:
vote-messagemode2 (enables or disables messagemode2)
vote-whisper (all normal talk is messagemode2 talk - so team play players don't need to make custom binds)
vote-quietobs (non-participants can only talk amongst themselves?)


What did you think of this change,

http://forums.runecentral.com/viewtopic.php?t=604

Doesn't that eliminate the need for vote-quietobs and vote-messagemode2?

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 Post subject: Re: Other Vote Commands
PostPosted: Sat Apr 16, 2005 2:40 am 
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Slot Zero wrote:
Doesn't that eliminate the need for vote-quietobs and vote-messagemode2?


Yes. I didn't read the whole paragraph before hand. I knew a couple of these were probably already implemented,

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PostPosted: Sat Apr 30, 2005 12:22 am 
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RuneQuake.com April 27, 2003 wrote:
I added a "basic rune" option. This option allows only the four basic runes to be present. The four runes are: strength, regeneration, resistance, and haste. Idea from Shmack.


Baker wrote:
vote-4runes (whatever the hating ctf runes were)"


RuneQuake has so many features that without looking through the code and settings.qc it is hard to be aware of them all.


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