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Everything posted by yosh56
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That's like.. 90% of the game now. At least it leads to plenty of nukes XP
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[beta 5] Sprinting animation after SpeedUp crate
yosh56 replied to XD_ERROR_XD's topic in Feedback & Bug Reports
All Deck All Day fixed that a long time ago. It was just the 1st two iterations.... -
The top part is a consideration.... I'll think about it when I start building an actual interface for commanders. The second part with prioritizing should be handled after the next update. Adding in the ability to just set custom objectives.
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It has nothing to do with bots at all. 3) It's up and running on the Constructive Tyranny server most of the time for as long as it's in beta. When I feel like it's good to be completely distributed for release, I'll get on that. For now, it's not close enough to where I want it, and not beta tested enough, for me to feel comfortable having it updated for public release.
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Updated in first post. Major update revolves around the mission info box being more than just a big empty box.
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.... Was with you till the end. Arts completely rape MRLS on everything that isn't AA. Arts can kill things right beside them, can kill off tanks faster, and have an actual fire-rate so missing once or twice isn't a big deal. MRLS getting the rocket soldier treatments isn't a bad idea though, as lock-on in general seems a bit better than it probably should have been.
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I actually need to test-run it on a 20v20 to get it all right. Control groups for multiple commanders probably needs to happen though, as trying to pin all of this on one person is hard enough at 10v10 .
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That awkward moment when you release something, then find out it is HORRIBLY broken in an area you thought was completely fine. Basically re-writing how targets are handled now so that no matter when you join, or if you join and leave, they will display correctly. I only fear it may be a bit more load on the server.
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I think I found a workaround to solve all problems I'm having now. For vehicles, if the vehicle doesn't have a PRI, it simply sends the location to the server, then the server sets the vehicle actor on itself (Rx_Defence extends vehicles, as I may have told someone otherwise by accident), then it replicates the location of that vehicle to the clients which just find the closest vehicle (of that kind) that is near that location for them, and sets that vehicle to the target. For Pawns it's much simpler. All Pawns have a PRI attached to them, even bots. I just send the player ID up and tell the clients to look for what actor has that PID. EDIT: This is no longer an issue I have to concern myself with, thanks to the above change to how I find targets.
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...not even remotely true. The range when not sprinting is still only like ~20ft, and in the scale of RenX 20 ft isn't saying much. Nobody with any sense has ever complained that SBHs are visible from too far away. You can literally walk right by people camping the entrances on Walls. You'd show up sprinting maybe. So... no, it won't get looked at because nobody in their right mind actually thinks it's too far. Also... if you seriously leave based on one incident(that has like a .01% chance of having even been hacking)... you might want to re-think how you judge things. Most UDK hacks are far more obvious things than what you even described, and if absolutely NO ONE else agreed that Fred might be hacking, there's probably a good chance he wasn't. I know I never saw him do anything suspicious. #YoshforDev #DoYouEvenX
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Yep. Maybe you'll get your top down map BS, but honestly I feel like it just completely removes a player from the game. Might incorporate it for waypoints only though.
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Considering the size of it, I don't even think this constitutes as a mutator anymore. Current Version: 0.56d Current Useablilty: Functions mostly as intended for now Known Issues: Highest on the radar: -Commander Interface outside of the binoculars -Using Binoculars specifically just to set targets Changelog: -------------------------------------------------------- -------------------------------------------------------- [0.56d] [Major] Added RCon command for server admins to assign commanders. "forcec" [Minor] Target eliminated/removed, etc messages are now infinitely more reliable. [Minor] Command text is displayed slightly higher and reduced to 4 messages max. [Minor] C-messages now clip and wrap appropriately. [0.56c] [Major]: Fixed that catastrophic Framerate-killing error in the objective box when it would look to update player locations. It now only even runs the command if the box is open, and only updates every second or so. [Minor]: They're buggy and don't always work, but target update messages now know the difference between 'decayed', 'removed', 'eliminated', and 'updated' [0.56b] [06JUL2015] [Major]: Added vehicle composition and Special infantry composition to the mission info box. The numbers read as [current/suggested], and the ability to commanders to set custom suggested numbers of tanks is coming eventually. It also displays the current commanders in the top left corner. HarvAsTarget.jpg[/attachment] Defense and TakePoint can both set waypoints. Defense sets a waypoint if you don't select any targets or buildings. Takepoint sets a waypoint as long as it's not cast on the sky. If you hold TakePoint all the way to 100% it will set an objective to actually take that point (nearest spot marker) objective to attack that that building. For infantry and vehicles, it doesn't set an objective, however it 'marks' them as attack targets. It can mark up to 3 targets at a time. These targets are visible to the entire team from any distance, but attack targets are the only targets that decay over time, eventually being lost after a certain amount of time. Right now that time is like a minute... but I have plans to play around with that and see about making it more like 15-30 seconds. Their decay timer is visible as a bar over the targets head.When attack targets are initially set, everybody on the team receives a text flash in the middle-upper screen of "Attack Targets Updated". EDIT: Decay time set to ~20 seconds. Server and client times may differ a bit, so the bar may run out faster on the client but still have the target for a second or 2. Defend: Just like attack except used to mark friendly targets to defend. These targets have a green target on them, and they do not decay. I do however, still need to incorporate a way to clear them. Marking defensive targets sends a flashing text of "Defensive Targets Updated" across player screens briefly. On buildings, defend will flash "Defend 'structure' NOW" across friendly HUDs, as well as setting the defence of that building to the commander's objective. Additionally, if no targets are selected while scanning in defensive mode, the commander sets a defensive waypoint, which is one of the only 2 waypoints available. Repair: Same as the others, except it draws a wrench icon on the target and flashes "Repair Targets Updated". For buildings it sets the commander's objective to repair the building, as well as flashes "Repair 'structure' NOW" over friendly HUDs. TakePoint: Sets a waypoint, and if held down will set the commander's objective to "Take (nearest spot location to waypoint). This doesn't take any targets. Objective Box: Added an objective box to the HUD to show current objectives. It sits between the right of the middle-bottom information (with mines and building icons), and the weapon info block. It can toggle through 3 states using 'O'. Those 3 states are normal (where it sits at its regular size down where I mentioned), maximized, where it moves to the middle of the screen and expands, or hidden...which is self explanatory. In its normal state, some objectives are too long to fit, so they will require the box being maximized to see it all. Removal of targets via 'E' while zoomed in with binoculars added. [/color] Planned/Still need to do: ------------------------------------- -Go with a custom vote system, as I honesty don't like the standard one, but it will do for now. [Maybe] -Add Rally beacons that show up on player HUDs and can have customized text (E.G Gunner Rush, meet here... etc etc). May not need now that I introduced the special Text options for the commander. -Add in a Harv-Controller usable by one of the Commanders, probably Support, as I don't plan on giving them binoculars. Controller would simply stop/start the Harvester to keep it from getting whored/in the way. -Adjust Q-spotting for commanders to make their Q-spots VERY obvious and easy to discern from normal players'. Would also allow the ability to pin-point targets even whilst in a vehicle, even if not quite as powerful. Control groups to separate players into. 3 control groups, one for each commander. They are separated by default, but commanders can link them when necessary to share targets and do group tactics. ------------ Possibly adding after awhile: -Make objectives actually worth something: E.g a team-wide credit and/or point bonus for actually killing marked targets, and destroying/capturing structures when there's an objective for it. Targets/Objectives would have had to have been live for at least seconds however, so Commander's couldn't just 'snipe' targets for bonuses. Support Powers that aren't necessarily too game-breaking. UAVs to make units show up on radar, and maybe mark all enemy targets for a short time. At most, a cruise missile because I really really really want to use that cruise missile sound sitting around in the game files. Maybe... just maybe... but highly unlikely.................. a map. Nope... saying it now.... NO.
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Simple question I ran in to that is currently breaking my Commander mod. It appears that in Skirmish/single-player, turrets spawn fine and if you look up how many defence classes there are it will show a correct number: e.g on Field if you look up how many Rx_Defence class objects there are, it will show just 2, an Rx_Defence_Turret_0 and 1. Now, take this on-line, and if you look for how many instances of turrets there are it will be FOUR, from 0-3. If you want to really look at a crazy list, list Rx_Defence objects on Whiteout... that list is rediculous. I was just wondering if this is intentional or not, because the way it affects me is the that I can not have turrets set to attack targets properly because the client sends one actor's name, but the server is using some other name for the exact same turret. I might be able to make a full list and make any "0" be a 1 or something like that. I'll probably post and release the mutator with this deficiency for now, but I would really love to get it settled.
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.......... After seeing that... yeah you definitely just got remote C4'd to the face. And it's pretty easy to just back up and not die from your own remotes... especially if the person was just standing there.
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A) SBHs are only invisible up to a certain point. He wasn't hacking, he literally just threw a C4 on you. B) C4 rendering explosions is iffy on servers because it's not considered something that HAS to happen, so sometimes explosions don't draw and when everything catches up, it doesn't bother drawing the effect because it would be weird and out of time. C) We still pull a good 80 players on weekends last I checked. RenX isn't dead. Trust me... I've played DEAD games before. When primetime on 3 weekends in a row is 12 people... we can officially call it dead. D) .... We have like one actual hacker once in the very very blue moon. Hell, I can only name one in the last 4 months, and he was an exploiter, not even a hacker.
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Nice to get that clarified. We had asked a few devs back in Beta testing, but none gave us a definitive answer.
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There was already an unofficial patch put on main servers to edit the Ref giving so many credits even after its death, and times between airdrop are decided by servers. You're definitely not the first to point that out. Wish we had stats for how often people play a certain class. I guarantee most would be Tech+Carbine, or sniper the most.
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EDIT: I don't think overhead maps are really all that necessary. None of the maps are all that big, and having to open up a map takes you out of the game. Just being an overhead view entirely REALLY takes you out of the game which actually puts your team down a player, and removes any sense of danger for whoever is commanding. I think it'd work if teams did have a commander, or optionally several, that could use an item........saaaaaay binoculars, that let them set targets/objectives/Waypoints without them ever actually leaving the fight and being vulnerable. They'd have to stay in the back, and they'd probably be best as a sniper/Tech, but since their main job would be coordinating this wouldn't be much of a problem at all.
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Sounds like you have something against Marathon. I'm not much of a fan of it and my first game was AoW... but Marathon server is currently the most popular now... I mean yeah, Field and Under might be quite tedious... but I think most people are getting used to EKT mine limit (one time someone dissed on TmX's low mine limit and call it unplayable) I was there when they dissed that mine limit. They were also possibly the player with the lowest IQ ever known to online gaming. Marathon might not be as annoying if it wasn't "Until one team just has more bored people." If you have like 2-4 dedicated defenders(And I mean those of you who LOVE camping an entrance for 3 hours) , you're basically golden. I'm pretty sure I've said it before, but the repair gun really is probably the most broken thing in Renegade for CnC mode. Maybe not as unfreakin'believably crazy OP as that guy was yapping about, but definitely should've been looked at ages ago.
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I think people just don't understand how small the community that plays is. It's just very obvious when people stop playing for awhile all at the same time. There may not have really been a reason, but I just logged in yesterday and both servers had ~20 people before I went to bed (so that was like mid-day for Europe), and EKT was 40/40 when I woke up. I mean... there was just a huge Steam sale, so people were probably just playing other things.
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Basically what Hande said, as he beat me to it. When you iterate through a dynamic array with foreach, it only needs an out variable to set something to. The dynamic array can only be ONE type of thing, so it doesn't need you to tell it what kind of thing to look for.
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^ That guy sums up what I was telling you on TS, Ruud. Sorry I couldn't go in to more detail, it was 5 in the morning and I was struggling to form coherent sentences, let alone explain how to use dynamic arrays.
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LocalPC isn't a magic word, it's a variable that's set in the Pawn class iirc. You actually need to find and set the localpc if you're outside of a class that already has a variable for it or a function that points to it. As Hande said, you would probably need to look through Player controllers with a foreach statement. The exact syntax from this object I can't tell you without being at my computer.