-
Posts
2467 -
Joined
-
Last visited
Content Type
Profiles
Downloads
Forums
Events
Gallery
Everything posted by yosh56
-
I'm just here to clear up that APB, Reborn, and several OldRen servers all basically proved that point wrong. It breaks the game about as much as having Artillery with infinite ammo. Just here to point that out; the rest someone else can take care of.
-
Dunno about you, but this entire thread is sounding like more of 'I had a bad experience' being blown out of proportion. Vehicles can hold positions because they have armour, so be it. They just eliminate solo tactics, but if you've ever seen what a Mobius rush does to an APC... and the building it's gaurding then you'd know this isn't really as much of an issue as you're making it out to be. It's like complaining about people camping the tunnel exits on Islands with a Flamer/Med.
-
Can't say I agree with changing this. Just blow them the hell up with something other than a Hotwire/Tech.
-
Already in the works, as I've only suggested it 2-3 times already... Great! I've read this suggestion before somewhere and imo it's either infinite ammo or these carepackages. With my strongest preverence for the carepackages. I hope this ends the discussion about infinite ammo! The drops were mostly for health though, not ammo.
-
Already in the works, as I've only suggested it 2-3 times already...
-
I run out of ammo so often on just about every class that sometimes I suicide to get back to base faster, and I'd still rather keep it that way over unlimited ammo. Full offense: you're an extreme exception, as oppose to the rule, so I can't even take half of your suggestions with more than a grain of salt when it comes to infantry combat. As BT said, health is generally a greater determining factor than ammo for tanks and infantry. Hell, tanks have the monopoly on health, survivability, armour, ammo and cost-effectiveness. The only 'issue' that really would arise from a game of average-better players would be rockets/grenadiers suddenly being able to be true left-click champions like MRLS and Artillery. Even then, it's a lot easier to just shoot a Grenadier in the head once than it is to run through 400hp of light armour.
-
I didn't have time to read the whole thread yet, but I disagree. Having to run back to base takes the heat off of the enemy. Imagine a LCG with unlimited ammo. Imagine an Artillery or MRLS with infinite am-- Oh wait.
-
Ah, well that's nice to hear, but as was stated above, Handepsilon pointed me towards a solution that happened to work for now. So officially, ALL DECK ALL DAY now has all of the functionality I mentioned, but the SBH is still broken on Deck. Working on it, and honestly it was just last on my list since I was hell bent on getting double-jump to work on an actual server. I concur... it's a little bit over-the-top speed-wise on the Deck server, but adding it to the normal game in a less crazy fashion would make getting out of the water a bit less of a hassle. Hmm, not sure about the speed crate idea, but I do like how it sort of feels Sole Survivor'esque with upgrade crates to infantry. I'd like this property though, as I had made a topic some months ago about how much you could balance infantry combat and define roles if infantry speeds/sprint speeds and max stamina were tweaked individually. I was about to start writing that mutator for use on a designated test night, but I may hold off till I only have to edit a few properties, as opposed to having to invent my own.
-
If I read Bro's post right, he's asking what's different in All Deck All Day. To answer that: As of this post: +Dodge is re-enabled, though I haven't edited it in any way so it's tied to double-tapping a direction for now. +Running and Sprint speeds are both 50% faster. +Jump height is increased 50% +Fall damage is non-existent. +Anti bunny-hop measures that were implemented by the devs are removed so you can jump as much as you want ------------------------ As of some time on Sunday (whenever I actually get back home) X Swimming speed increased, and swimming to the edge of something and jumping should launch you out of the water X Shooting animation fixed (Not confirmed in multi-player) X Enabled double-jump for infantry X All class's health normalized to 200 ----------------- Still need to fix the SBH, which I may be able to do before tonight.
-
Though... Yosh. Check if there's only a single BlendBySpeed or not, or if they're just the same. If it is, then you can just check if there's a BlendBySpeed and modify it straight away. In short, like this ForEach SkelComp.AllAnimNodes(class'UDKAnimBlendBySpeed', BlendBySpeedNode) { //Modify the speed threshold here; } Reference from https://udn.epicgames.com/Three/AnimationNodes.html Hmm, was looking through that document but never picked up on that. Surprisingly, that worked perfectly, but it still would be easier if we DID have more than one BlendBySpeed node, but conveniently there is only one. That being said, Handeps just solved this with that piece of code. This is actually the best thing that could have happened right now, as I FINALLY got double-jump working again, and that was far more difficult to sort through than it should have been. Basically: that code worked, but naming that Node would probably help out A LOT in terms of simplicity. So, kudos to Handepsilon for making All Deck All Day look a little less buggy.
-
I just want to clarify, since it seems to be being ignored: if we just had somebody change the BlendBySpeed node in the Character animation to have an actual name, we could just reference it and change the constraints array with Unrealscript.
-
Yea, that is problem. As far as I can tell you cant just export the animation tree to a file inside the mutator then point to it. Not unless I'm just doing it wrong.
-
Not making a new map is the least of the problems with this. Wouldn't making a new animation tree require the client to have it? Then again, I could go actually download the SDK and actually be able to duplicate and export it.
-
Because they don't. It can be done however. I think we all know they currently don't have their own multiplier... I was suggesting an idea.... Don't get snippy with me, boi!
-
We're already doing that on Deck. Nobody is spawning as an Rx_Pawn on the Deck server, everybody is a derived class. We were trying to keep it so we DIDN'T have to have a totally new map, and keep it mutator friendly. I don't know how much of a hassle it would be for that blend node to be given a name, but honestly it would allow for some flexibility on the mutator front.
-
Because they don't. It can be done however.
-
lol, are we starting a 'donate to field engies' campaign?
-
Alright, this is all fine and dandy, but I think I've come to a very saddening conclusion: I can't edit that node through Unrealscript without first giving it an actual name. I can't personally give it a name outside of making a new map, so from what I'm gathering I would need to have the devs actually give the AnimNodeBlendBySpeed node in "RX_CH_Animations.Anims.AT_Character_Modular" under the character animations package an actual name so that mutators that affect speed can reference it outside of the editor. If anyone knows of a way to reference it when it doesn't have a formal name, my ears are open.
-
I've learned more about the UDK than I think I ever wanted to know, but yes you hit the nail on the head from what I can see. Let's see if I can't fix my issue with it now though. Never worked with animation nodes in Uscript
-
There's a tutorial about mutators and I posted examples. As renx mutator just work like ut mutator you can find millions of examples for mutators on the web. To change specific renx aspects you have to read through the code a bit there's no way arround that. So the only thing preventing people from doing mutators is their lazyness. QFT Figured it out with just the tutorial then some actual brain power. In terms of understanding Unreal Script, it's just a matter of Google and looking through a tutorial/reference guide from time to time.
-
So recently I wrote up a mutator to aid in making our All Deck All Day server a bit more interesting with increasing the movement speed and jump height of characters, as well as re-enabling the dodge mechanic because... reasons. The only real issue I've run in to is an issue that involves characters moving at a GroundSpeed faster than 320, with the default GroundSpeed for Rx_Pawn being 310 as reference. Whenever their GroundSpeed is set to 321+ they automatically get locked in the sprinting animation, even though 'bSprinting' (and its server counterpart) is still false (or so the log says), and the sprint button is no longer depressed. This happens in both single and multi-player, and doesn't require you to ever actually SPRINT. This wouldn't be much of an issue if it weren't for the fact that in third-person the character model obviously is not strafing or looking in the direction the cross-hair is pointing. In first person most everything works flawlessly. I was just wondering if any of the devs would know off of the top of their heads what would cause the sprinting animation to be the default animation after speeds of 321+ are reached. If not, I can also post videos to help show what I mean. -------- This can easily be replicated if you just load up Skirmish and set Rx_Pawn Groundspeed "A-#-More-than-320". All movement at that speed will be done in the sprint animation, even though you have not achieved actual sprint speed. -------------------------------- Video of us putting the mutator through its paces. You can see what I'm referring to VERY clearly at 0:50-1:00 when he's firing but still locked in the sprint animation and not actually looking or pointing the weapon where he's firing.
-
Also, if you can just make a mutator whenever, how come you haven't attached a mutator to modify cost multiplier of airdrops? That sounds like more of a game changer, especially with people's moping... One step at a time. Also things still have to actually be... you know... coded.
-
Already looking at building drops for health/armour for field longevity on that end. We'll probably enact the infinite ammo mutator on the NA server as a test run, as honestly since we've been toying with it it's obvious that most people will probably DIE long before they'd ever even have run out of ammo.
-
You're right, because NOTHING in the game has infinite ammo already.
-
That's pretty short-sighted considering refill crates are few and far between; would be in the way of getting useful things like vehicle crates/spy-crates, and they only help one person in anyway. @Bro: Crates already take your health into account for giving out refill crates