Difference between revisions of "Respawn/it"
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== Update history == | == Update history == | ||
− | {{Update history| | + | {{Update history | '''{{Patch name|10|5|2007}}''' |
− | ''' | ||
* Fixed teleporter/spawn doorway exploit | * Fixed teleporter/spawn doorway exploit | ||
− | ''' | + | '''{{Patch name|11|15|2007}}''' |
* Fixed exploit where spectators could spawn into the world without actually joining a team | * Fixed exploit where spectators could spawn into the world without actually joining a team | ||
− | ''' | + | '''{{Patch name|12|31|2007}}''' |
* Fixed an exploit allowing players to spawn into the enemy territory at the start of a round | * Fixed an exploit allowing players to spawn into the enemy territory at the start of a round | ||
− | ''' | + | '''{{Patch name|6|25|2009}}''' |
* Fixed Bonk! ammo count exploit after using a regeneration locker | * Fixed Bonk! ammo count exploit after using a regeneration locker | ||
− | ''' | + | '''{{Patch name|7|14|2009}}''' |
* Fixed being able to respawn during the chat time before a level change | * Fixed being able to respawn during the chat time before a level change | ||
− | ''' | + | '''{{Patch name|9|30|2010}}''' |
* {{Undocumented}} Players will automatically be respawned with their new loadouts if they switch weapons while in a spawn area. | * {{Undocumented}} Players will automatically be respawned with their new loadouts if they switch weapons while in a spawn area. | ||
− | ''' | + | '''{{Patch name|3|11|2011}}''' |
* Fixed players not being able to fire their weapons right after spawning. | * Fixed players not being able to fire their weapons right after spawning. | ||
− | ''' | + | '''{{Patch name|3|21|2011}}''' |
* Updated honor-bound weapons so they can be holstered within a second of touching a supply cabinet | * Updated honor-bound weapons so they can be holstered within a second of touching a supply cabinet | ||
− | ''' | + | '''{{Patch name|4|14|2011}}''' ([[Hatless Update]]) |
* Items in the action slot no longer swap before returning to a supply cabinet. | * Items in the action slot no longer swap before returning to a supply cabinet. | ||
− | ''' | + | '''{{Patch name|8|23|2011}}''' |
− | * Fixed supply closets regenerating players while they are taunting | + | * Fixed supply closets regenerating players while they are taunting}} |
− | }} | ||
== See also == | == See also == |
Revision as of 14:22, 25 November 2012
La traduzione di questa pagina in italiano è ancora in corso. Se parlate italiano, postate nella pagina di discussione o parlate con coloro che hanno contribuito a questa pagina (vedendo la cronologia della pagina). |
“ | I'm back, you subnormal halfwit!(Sono di ritorno, scemo subnormale!)
Premi per ascoltare
— La Spia
|
” |
Il rientro in gioco può riferirsi sia all'atto di rigenerarsi, sia al luogo dove ciò avvinene. Il gioco fa rientrare i giocatori in gruppi, permettendo loro di fare gioco di squadra sin dal primo momento.
Quando usato come evento o azione, il termine inglese "respawn" si riferisce all'atto di rientrare automaticamente nel mondo di gioco dopo essere stati uccisi. L'ingresso iniziale quando ti unisci per la prima volta ad una mappa è semplicemente chiamato spawn. Il termine "respawn" può anche riferirsi al riapparire dei pickups dopo essere stati usati, come scatole di munizioni o kit medici.
Nella modalità Arena, o nella modalità a morte improvvisa, i giocatori che moriranno non potranno più rientrare in gioco fino alla fine del round.
Indice
Tempi di rientro
- Per l'esatta misura del tempo di rientro in gioco delle mappe ufficiali, vedere respawn times.
Il tempo necessario per ottenere il rientro in gioco varia durante la partita; esso è sempre visibile in alto nell'interfaccia mentre sei morto. Il rientro avviene in gruppi ad intervalli regolari, tipicamente lunghi 10 secondi. Questo tempo viene però modificato in base allo stato del gioco; tipicamente, esso viene ridotto per la squadra che possiede più punti di controllo. Esso viene ulteriormente ridotto se le squadre hanno meno di otto giocatori; il minimo è 5 secondi per un team di 3 persone. Tutto ciò non viene modificato in nessun modo in base ai risultati individuali di ciascun giocatore.
Nel momento in cui muori, non vieni assegnato al prossimo gruppo di rientro, ma a quello successivo. In altre parole, se l'intervallo di rientro è di 10 secondi, potrai dover aspettare tra i 10 e i 20 secondi.
I server possono modificare l'intervallo di rientro modificando la variabile mp_respawnwavetime
.
Rientro instantaneo
Alcuni server abilitano l'"instant respawn", una modalità in cui i tempi di rientro vengono ridotti drasticamente oppure addirittura annullati. Per ottenere ciò un server può utilizzare plugin di terze parti, o attivare il commando mp_disable_respawn_times
. Il tempo di rigenerazione può comunque non essere nullo se il server richiede la visualizzazione della deathcam.
Areas
Respawn
The respawn area refers to where newly-joined and resurrected players are placed. On some maps, this may be a separate room from the resupply area. Frequently, the two areas overlap and there is no visible distinction between the two. The use of the respawn area as a separate room is frequent on Capture the Flag maps. In this case, there are sometimes automatic double doors leading to the resupply area. These doors frequently may only be opened from the inside, and when present provide one of the few safe places during Humiliation.
You may change your class within the respawn area without committing suicide. On most maps, it is also safe to change class within the resupply area, even if they are separate rooms. The point where you respawn is randomly chosen, but in control point maps, it is often determined by which points your team has control over. Note that changing class may sometimes instantly place you in a different respawn area, if more than one are present.
In the GCF files of Team Fortress 2, and in unused sound effects, there is a turret that may have been used to guard the respawn room rather than the eventual invisible wall, similar to Team Fortress Classic.
Resupply
The resupply area is a room which is generally safe from opponents and provides you with supply closets to replenish your health and ammunition. Depending on the map, this area may be adjacent to the respawn area, separate, or overlapping. Most resupply areas contain one or more supply closets, which instantly provide full health, metal and ammunition (including refilling all of your weapons magazines) upon opening. They also remove the effects of Jarate and Mad Milk, stop bleeding and extinguish afterburn. Using a resupply locker also allows players to switch between hats and/or weapons if they have already respawned, therefore eliminating the need to switch between classes in order to update your weapon load-out (unless you have the option of "Automatically Respawning when you change your loadout" on). Using a supply cabinet as Spy using the Your Eternal Reward will also remove your disguise. To open a supply closet, the player must simply walk near it. Note that supply closets cannot be opened during sudden death, or by the losing team during humiliation.
Other purely decorative objects within the resupply area may include lockers in which the various classes keep their personal belongings, free weights and targets for practice.
Gallery
The medieval resupply locker used in Degroot Keep.
Related achievements
Spia
|
Update history
- Fixed teleporter/spawn doorway exploit
- Fixed exploit where spectators could spawn into the world without actually joining a team
- Fixed an exploit allowing players to spawn into the enemy territory at the start of a round
- Fixed Bonk! ammo count exploit after using a regeneration locker
- Fixed being able to respawn during the chat time before a level change
- [Non documentato] Players will automatically be respawned with their new loadouts if they switch weapons while in a spawn area.
- Fixed players not being able to fire their weapons right after spawning.
- Updated honor-bound weapons so they can be holstered within a second of touching a supply cabinet
Patch del 14 aprile 2011 (Hatless Update)
- Items in the action slot no longer swap before returning to a supply cabinet.
- Fixed supply closets regenerating players while they are taunting
See also
External links
- TF2 Official Blog (October 8, 2008) – explains the reasoning behind the respawn "waves" system.