Anti-being stuck command

Started by Letsplayforfun, April 19, 2009, 01:12:58 PM

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Relinquish

I know on a PvP server I had there was an item that let you get unstuck, paralyzed you for like 30 seconds and teleported you to a random spot on the map, could be changed to the entrance transition?

Nuclear Catastrophe

##makesafe is the command.

If you type it into the client, it'll unstick you.

Your cheques to the usual address, please...

Cruzel

##makesafe only helps if you are inside walls/placables that are gnerally unwalkable.  If You're on a ledge or something that has no way down, it does nothing.

TheMoonlightBecomesYou

And I found that for you, Nuke Cat. I get 50%

Nuclear Catastrophe

Quote from: Letsplayforfun;120940I've been stuck in a river in gnolls, or in walls once in a while, too. Sometimes, other pcs can help, sometimes not.

It helps with these situations posted in the original suggestion, Cruzel.

I can't help but think any other command could (and probably would!) be abused to get through locked doors etc.  If you're stuck up a balcony, get a DM.  

For being stuck in walls, or on placeables, use makesafe.

Letsplayforfun

I must be cursed, but i got zoomed up a tower again, with no Dm on, and it really is annoying, so i'm bumping that thread.

Today's bug: after reset, the main gates doors are all on closed, and as i click to open one while m pc is inside the tunnel, he gets zoomed up.

lovethesuit

Two people got caught behind mushrooms in the Wild Orc quest yesterday, and one person fell into the river at Johan's Mill. The ##makesafe, they do nothing!

scribjellydonut

Quote from: lovethesuit;122017Two people got caught behind mushrooms in the Wild Orc quest yesterday, and one person fell into the river at Johan's Mill. The ##makesafe, they do nothing!

I was on that quest, and what would have saved everyone some heartache and saved the DM having to log in and move them all, is the rope idea I proposed earlier.  Like I said it's not perfect because if you're alone it doesn't help, but it would have helped here.  On another note, who's the level designer that put those mushrooms in such a way that makes a cavity there:rolleyes:(I'm talking about as soon as you enter the quest, off to the left).  Could these mushrooms(which for some reason you cannot walk through) just be removed in the next update?

ScottyB

Quote from: Nuclear Catastrophe;121208It helps with these situations posted in the original suggestion, Cruzel.



For being stuck in walls, or on placeables, use makesafe.

For being stuck in walls and unwalkable meshes, makesafe should work.

However, the 1.69 tilesets are real screwy. For some reason, the tops of some walls are walkable (but the edge of the wall is a boundary, making it impossible to cross without glitching, usually from being pushed, such as when a door closes or a creature is summoned).

The river in the gnolls area can be walked in, but the boundary is the shoreline and cannot be crossed once you're pulled over. (Unless you can manage to pull back the other way.)

Since these are walkable areas (but ones that shouldn't be, if the designers would have been thorough) makesafe will not work.

"Son of a bitch, Cruzel is right" indeed. :(

HalflingMaurauder

It is best just to identify the places where these happen, so DM's can add a 'get down' transit.  There is otherwise no real way to add something like this can't be exploited.

Cruzel

There is pretty much no way a command like this can be made that can not and will not be abused. There is no universal system that could be applied to work 100% in every instance of this, either - Even if they would not be exploited.

The only real solution to this problem is for players to step up and identify (either very very clearly with words, or with screenshots maybe) exactly where these places people get 'stuck' are, so a DM with the time and inclination can either make minor area remodels to allow you to walk down, or add transitions if changing the area's layout isn't possible.

Though, this is probably one of those 'We'll do it if someone wants to take the time' thing. If that's the case I don't think they are going to bother unless they know exactly where/what to fix! So to make it easier on the DMs it is probably better if  you make a  DETAILED list about where this happens.

Sternhund

I think a reasonable solution would be to add a voice command with a delay on it. Say, /c stuck. On use, it will alert the DM channel a player is stuck and going to jump. 3 minutes later, the player confirms he is still stuck through a conversation dialog that pops up, which will teleport him to the Ziggurat main gate.

Yes, it can be abused, but we have tools that could monitor this well enough so that we can ban those who abuse this feature.

Ebok

Just have the dialog box tel them the consequences of this before doing it. Just for those people that need told the common-sensical stuff.

Might want to point out, that being stuck on the other side of a spawn outside the Ziggurat, in the wilds someplace, doesn't warrant the use of this feature.

Cruzel

Stern's idea might work, but instead sending them to the location of the last  transition they used might be a better idea. This way it doesn't have the potential to port them all the way across the island, and can't be used as an easy escape from spawns or PVP.

Ebok

Easy escape to ban-dom.