[possible request] Mutator range?

Pachacutec
11-01-2004, 09:34 AM
I was discussing some possibilities for mutators with the scripting folks, Just wanted to see if the following is available to us in T:V mutators, if not please note this thread as a request for them

1. Skiing physics constants/variables (physics in general? no-grav?)
2. Inventory over-writing (extra weapons)/extra weapons for armors

With regard to 2, the consensus seems to be it would require a TC to implement, as opposed to adding the functionality via mutators. I would argue if possible to move as much of this as possible to mutators since they just seem like such handy and flexible beasts, and very similar to the concept of server-side mods in T1.

TCs should be what you would need if you wanted to convert T:V to a Ninja game ;)

Thanks devs.

p.s. I haven't poked too much around in the dev wiki yet, but I've heard its pretty empty. If anyone has a good idea of what could be accomplished via a T:V mutator let me know!

Pachacutec
11-01-2004, 07:29 PM
nighttime :bump: so the devs see it.

At0m|c
11-01-2004, 07:29 PM
:wave: pacha!

FishStix
11-01-2004, 11:14 PM
hah!

devs do not post at nighttime :p

Plasmatic
11-02-2004, 05:40 AM
hah!

devs do not post at nighttime :p
Or anymore.

A complete set of modding tools, and documents would be nice, but I wouldn't hold your breath.

As far as I can tell, more weapons will most likely require a mod (tc) to fix retarded inventory methods, this base should include other basic functionality that was left out, like admin. From there we should be able to build, and mutate.

Pachacutec
11-02-2004, 08:54 AM
I can see the extra weapons being a required TC due to the design of player layout... sigh!

same thing with vehicles, if you had one vehicle pad which could summon a vehicle, it would probably be more easily mutatored to include new ones or strip them from your server. as it is right now, you'd have to draw a new space on the ground in the map, blah blah blah, it'd be a project.