![]() Finally, using a Resupply locker will recharge the explosive in the Ullapool Caber, and give another Razorback to a Sniper who has been backstabbed while wearing one. As an honorbound Demoman or Soldier with the Half-Zatoichi out, touching a Resupply locker will allow you to switch weapons without losing health. 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 loadout (unless you have the option 'Automatically respawning when you change your loadout' checked). They also are able to remove the effects of Jarate and Mad Milk, stop bleeding, and extinguish afterburn. Most resupply areas contain one or more Resupply lockers which instantly provide full health, metal, and ammunition (including refilling all of your weapons' magazines) upon opening. Depending on the map, this area may be adjacent, separate, or even overlapping to the respawn area. The resupply area is a room which is generally safe from opponents and provides you with Resupply lockers to replenish your health and ammunition. In the VPK files of Team Fortress 2, and in unused sound effects, there is a turret that may have been intended to guard the respawn area rather than the eventual invisible wall, similar to Team Fortress Classic. ![]() Note that changing classes may at times instantly place you in a different respawn area if more than one is present. The point where you respawn is randomly chosen, but on Control Point maps, it is often determined by which control points your team has control over. On most maps, it is also safe to change class within the resupply area, even if they are separate rooms. You may change your class within the respawn area without committing suicide. These doors frequently may only be opened from the inside, and when present provide one of the few safe places during Humiliation. In this case, there are sometimes automatic double doors leading to the resupply area. The use of the respawn area as a separate room is frequently found on Capture the Flag maps. Frequently, the two areas overlap and there is no visible distinction between the two. On some maps, this may be a separate room from the resupply area. The respawn area refers to where newly-joined and resurrected players are placed. The amount of time between death and actual respawn can vary if the server forces the Deathcam to be displayed. Servers can use either third-party custom plugins to enable this feature or the in-built command mp_disable_respawn_times. Some servers feature instant respawn times where the waiting period for players to respawn is drastically reduced or even eliminated for all players. Respawn wave time on a server can be altered by changing the mp_respawnwavetime variable. Your individual performance does not affect the respawn wave time in any way. Therefore, if the respawn wave time is currently 10 seconds for your team, you will respawn somewhere between 10 and 20 seconds after your death. When you die, you are assigned to the respawn wave after the next one. The minimum respawn wave time is 5 seconds, occurring when the team has 3 or less players in it. Each team's respawn wave time is then scaled down when the team has less than 8 players in it. Those 10 seconds are then modified by the map state, generally reduced for the team that controls the most capture points. Most official maps use a 10-second respawn wave time. Respawn waves occur at regular intervals and are based on the map settings. The time it takes for the respawn wave to occur after being killed, or respawn time, is variable, and a countdown is shown at the top of your HUD when your character has died. Respawn times For exact timing measurements on all official maps, see Respawn times.
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