Open KimmyTF2 opened 1 month ago
But what about active stickies or rockets? there would have to be a way to make them fizzle out when picking it up
But what about active stickies or rockets? there would have to be a way to make them fizzle out when picking it up
Hm good catch. Already fired stickybombs and rockets could fizzle out. Stickybombs already have this property, only rockets would need it to have it too.
Currently, both weapons prevent the wearer from picking up and carrying objective pickups (intelligence briefcase, PASS Time JACK, and pickup-objectives in Player Destruction). This really restricts the weapons on a lot of maps. While this attribute was added to prevent users from quickly grabbing the pickup and then blast jumping away with it, it can be changed, so the wearer can pick up the intelligence briefcase, for example, but can't use the weapon to blast jump away with it. This can be changed from "Wearer cannot carry the intelligence briefcase or PASS Time JACK" to "When active, wearer cannot carry objective pickups". With this change, the user would be able to pick up the objective pickup but won't be able to use the Rocket/Sticky Jumper as long as they carry the pickup. If the user would try to deploy the jumper weapon, the currently carried objective pickup would be dropped. I've created a concept video showing how it could work:
https://github.com/user-attachments/assets/62f42c9d-5576-4748-a9cb-4bd6079c2236
Edit: Additional request (thanks ChaseTownsen). Already fired rockets and stickybombs (also already placed stickybombs) would need to fizzle while switiching to the jumper weapon. Otherwise the wearer would be able to bypass the restriction.