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RoundShades

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  1. I suppose it wouldn't be possible to do what the Orca and Apache does in the Balance Mutator, and extend UT_Mutator? Or, if I leave the armor and the way the structure handles damage and healing, could I just leave the health vanilla and see if it works?
  2. Omg if that is the problem I'll snap, because the files I used as reference distinctly lacked that semicolon... EDIT: That is most uncool, cousin of Miles Prower... So it worked but now there are 6 other. Unreal 3 script isn't so much different in practice with the inheritance style of modding, but the code itself is a mess strung across 5 files of 20k character documents... NEXT PROBLEMS Okay, this isn't so bad: 1) A syntax error. I... guess I have an extra "{" somewhere... sigh, oh well, i'll figure it out. I am using Notepad++ with user defined unrealscript language import, but apparently they can still hide? Not anymore, fix'd 2) Then, "Health" and "HealthMax" allegedly "Conflict with Rx_Building". I assumed that was the point, such as in FlakCannonModified "Shotcost = 2" and in ShotgunModified the "spread = .25" and "ironsightspread = .15"... How else would you go about overwriting the structure health ffs? 3) I am sure this is right, but it says healthammount, totalammount, and score are unused variables. I can accept that, they really are... And now they are gone, fix'd So seriously, the 2 errors about using health and healthmax, those are explicitly what I am supposed to use, what else was I supposed to do! EDIT: Wait, the way the Balance Mutator lowers Orca Health is an extension of UT_Mutator... I... guess I can look up and try that...?
  3. Okay, so far, I have 1 class file, and am stuck at it failing to compile in Unreal Frontend. It is finding it, but throwing the warning "Missing ";" in "Class"". This is the entire Rx_BuildingModified.u file that I am trying to have compiled: class Rx_BuildingModified extends Rx_Building var(RenX_Buildings) int Health; // Starting Health for the building var(RenX_Buildings) int HealthMax; // Max Health for the building var(RenX_Buildings) int Armor; // Starting Armor for the building var(RenX_Buildings) int ArmorMax; // Max Armor for the building event TakeDamage(int DamageAmount, Controller EventInstigator, vector HitLocation, vector Momentum, class DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) { local int ActualDamage; local int ArmorTemp; Super(Actor).TakeDamage(ActualDamage, EventInstigator, HitLocation, Momentum, DamageType, HitInfo, DamageCauser); { ArmorTemp = Armor - ActualDamage; if( ArmorTemp < 0 ) { Armor = 0; ArmorTemp *= -1; Health -= ArmorTemp; } else { Armor = ArmorTemp; } } } event bool HealDamage(int Amount, Controller Healer, class DamageType) { local int HealthAmmount,ArmorAmmount, TotalAmmount; local float Score; if (Health <= 0 || Amount <= 0 || Healer == None || (Armor >= ArmorMax)) return false; HealthAmmount = Min(Amount, HealthMax - Health); Health += 0; ArmorAmmount = Min(Amount, ArmorMax - Armor); Armor += ArmorAmmount; return true; } simulated function int GetHealth() { return Armor; } simulated function int GetMaxHealth() { return ArmorMax; } defaultproperties { HealthMax = 3600 Health = 3600 Armor = 1200 ArmorMax = 1200 } Anyone have any clue? If this were .json I would suspect I had left out a ; , but I clearly didn't and there are only 3 times "class" is typed and all of them have the right syntax... I bet the code is just too sloppy for Unreal Frontend to read (I did use straight up value=value or value=0 when I needed it, I wasn't sure if it would work correctly without bugs until I got in-game) EDIT: I did in fact at least forget two brackets at the very end. Testing again... And there must be something prior to it bugging, because the brackets didn't help...
  4. It is something someone can make fairly easily with mutators. I been reading uc for a lot of last few days. I seen code for naturally occuring health regen so-many seconds after battle, apparently it was added but not used. That, for instance, just requires a no to change into a yes. This, very possibly, might require a no to become a yes.
  5. Is your server using the mutator? If so, it is a testing server, it isn't entirely necessary.
  6. I can get you the mutator you need when the time comes. A link to the latest stable tested mutator your server (TMX) runs would be nice. Possibly on your site or wherever? Alternatively, I was until now unaware that you can pull functioning mutator files used on a server from your own cache after having played on said server.
  7. This was actually mildly useful... function bool HealDamage(int Amount, Controller Healer, class DamageType) { local int HealthAmmount,ArmorAmmount, TotalAmmount; local float Score; if (Health <= 0 || Amount <= 0 || Healer == None || (Health >= HealthMax && Armor >= ArmorMax)) return false; HealthAmmount = Min(Amount, HealthMax - Health); Health += HealthAmmount; ArmorAmmount = Min(Amount - HealthAmmount, ArmorMax - Armor); Armor += ArmorAmmount; TotalAmmount = HealthAmmount + ArmorAmmount; // Give score to the healer if (TotalAmmount > 0) { Score = TotalAmmount * class(CurrCharClassInfo).default.HealPointsMultiplier; Rx_PRI(Healer.PlayerReplicationInfo).AddScoreToPlayerAndTeam(Score);} So what, if I remove the parts about health altogether, from the "healdamage" bool, then it won't heal health, but if I leave the parts mentioning armor it will repair the armor? function bool HealDamage(int Amount, Controller Healer, class DamageType) { local int ArmorAmmount, TotalAmmount; local float Score; if (Amount <= 0 || Healer == None || (Armor >= ArmorMax)) return false; ArmorAmmount = Min(Amount - HealthAmmount, ArmorMax - Armor); Armor += ArmorAmmount; TotalAmmount = HealthAmmount + ArmorAmmount; // Give score to the healer if (TotalAmmount > 0) { Score = TotalAmmount * class(CurrCharClassInfo).default.HealPointsMultiplier; Rx_PRI(Healer.PlayerReplicationInfo).AddScoreToPlayerAndTeam(Score);} Like that? Worth a preliminary shot...
  8. And I have my first question. Assuming I copy-paste the way RX_Pawn gives infantry "Armor"... //---------------------------------------------------------------------------- // Armor Related //---------------------------------------------------------------------------- var int Armor; /** note. if MaxArmor isnot set in the defualt properties it will set MaxArmor * to waht is the current Armor in the default properties */ var int ArmorMax; ...and the way that damage starts on armor and continues onto health... { ArmorTemp = Armor - ActualDamage; if( ArmorTemp < 0 ) { Armor = 0; ArmorTemp *= -1; Health -= ArmorTemp;} else { Armor = ArmorTemp;}} ...then the HealDamage by default heals health and then armor. One idea, is that it has a value for "damage type" that acts as a healing type. Is there a way to specify that as heal armor but not health? Sort of like reverse-armor-piercing? Alternatively... simulated function RepairPawn(Rx_Pawn pawn, float DeltaTime) { if (!IsEnemy(pawn) && pawn.Health > 0 && (pawn.Health < pawn.HealthMax || pawn.Armor < pawn.ArmorMax) ) { Repair(pawn,DeltaTime);} else { bHealing = false;} } is it possible to make in the repairgun in simulated function RepairPawn, to target just armor and bypass health?
  9. Oh no no no, I was just reassuring, that just about nothing could nuke this game at this stage. RypeL would be a tragic loss at this point, but I still think in a year I will be playing with the regulars, most likely on at least 5 new maps.
  10. Building Integrity "Once something's been set on fire, it's never as good as it was prior..." A building currently has 4000 health and every ounce of it can be repaired. What I am making a mutator to do, is to: -->> give Buildings 4800 "total" health (still barely destroyable if every ounce of technician c4 is dumped onto a MCT at the same time and nobody repaired a single point of health) -->> divide the 4800 into 1400 "armor" and 3400 "health" -->> If "Healing" is invoked, it repairs only the armor but never the health so any damage over 1400 in the same setting is essentially permanent I am doing this because, gameplaywise, any damage done to a structure will become gradually permanent if enough is done at once. As health is chipped away, structures grow weaker, possibly until a structure has 2000 total health left (half a structure's original health), and an engineer can destroy it solo or a rush only needs on good surge of alpha damage to destroy it. If balanced right, this can reduce the games we see go over an hour, but the same game will be played in the same fun way. Who knows, perhaps with a higher skill ceiling with rushes being so effective and counter-intellegence allowing repairmen to save precious building integrity. I have fully read the script for the "Pawn", "Weapon Repair Gun", and "Building". A lot of misspelled "ammounts" ... What I need help on likely, is: -->> Suggestions on how to implement the above. No, not the armor, I pretty much think I know how to give a building armor, but how to have healing ignore health and skip straight to filling up armor. -->> A courteous operator at EKT or TMX, preferably EKT as this targets Marathon slightly more than AOW (Successfully, this can merge the two as time/score will finally be replaced with "can always destroy the damned base"). This needs hosted and tested. I can use my own server to test the code and see if it "works", but I need to see what 16 players actively playing does to the game mechanics when implemented. I am hopefully looking at Goku for this.
  11. There was quite clearly too many credits in a match previously. Game start, having enough for some really powerful utility classes, chem trooper and mcfarland, is also a bad call. Honestly, it is near-perfect now, and servers would benefit starting with 0 credits. Otherwise, I would also say, that there are definitely more pressing issues than credits. There is a lot of new things to add to the game to improve it much more than credits or balance can help. I too am convinced, that right now, balance is being done justice with the current server operators testing in mutators.
  12. In Renegade, "building bars" required a customs scripts.dll, which scripts 3.4 allowed, but 4.0+ does not. It was basically outlawed. Just clearing that up. It's advantageous to whoever doesn't have it, and since not every single person installed scripts 4.0+ (as it was not a patch), it was unfair to certain players. But RenX added it in by default, which is why it is different. Well the fact is, I used it. I didn't see how it was stupid to use something that anyone had access to. I recommended it to anyone I played with, the server did too, and I don't consider it an unfair advantage. That being said, I was entirely okay with someone feeling that if some people had it and some don't then they should lock a standard. But, I was not wrong in using it. The entire PA community supported the devs leaving the UI completely open ended scriptable, and UI mods from the community put quick-resource healthbars and hotkeys everywhere, and they aren't cheating either, they are tools that anyone has access to use, and any link on the forum has a recommended list of competitive mods.
  13. You do realize, that Totem Arts made a functioning game, and released an SDK, and we are already as a community in a self-stable position to maintain this game and even continue adding assets?That in itself is something to thank ALL the devs of this game, all of them that worked the last several years to get it where it is. They should all really be here when this game thrives on to see the fruit of their work and bask in the credit. The next people I'd like to thank, are the server operators and modders that are working on bits of the game themselves. Even all the players who play and post videos and show friends, that is advertizement and just as big a help to the community!
  14. The GUI is honestly what veterans modded into their UI in Renegade. I remember having structure healthbar mods at one time. The community is divided over ammo drops, unlimited ammo primaries, or just stay the course. The PT was a choice in style, even if it isn't lvl10 readability it isn't complete jibberish either. You mention some things twice and some things the game already has EDIT: You edited out the doubles, but the game already has spotting and callouts and radar markers, it could use more accuracy in the callout and radar icons. VOICE COMMUNICATION is actually a possibility to come since a new forum member called LifeSuport offered to help with the game a couple of days ago and he thinks he can do website administration as well as designing voip and touching up vehicle driver latency. Who knows if these things are fact yet, up to this point the Voip was not possible to do with the team they had and the Vehicle Latency was the best they could do with optimizations they knew of so far. Steam integration, or any platform including origin, to show people this absolutely free game with great gameplay, would be ideal. I suggested waiting till Battlefield: Hardline because EA killed of Renegade2 development to reduce competition with Battlefield 1942 so we don't want to give them any ideas, but that was months ago so at this point, I would honest to goodness finish up this next surge of work they are in-progress with, and then submit it to steam greenlight and "wait to see what EA does", because EA has to go out of their way to flag Renegade X to prevent it from being greenlit and the idea is if Totem Arts can't get an answer and as long as they don't monetize, EA might just not give a damn either way. Alternatives include Gamejolt and other free game databases if possible as well, even if EA fights it I don't think Gamejolt would give a damn.
  15. Agreed^ for APCs humvee/buggy of both side are a pain to drive Especially GDI APC. WHAT HAVE YOU DONE TO MY BABIES...? D: *pets my camper APC* What're you crying about, you never drive the darned things farther than the infantry entrance to your own base. It can't be that hard to drive it that distance. YOU showed this game to the MNC forum guys? EDIT: Wait, or is that a different Jeff? Anyway, it had really bad bugs in beta 2, Beta 4 had airdrops making matches too "inert" but it honestly was a decent patch. I think pre4.03 is great gameplay in practice, but there are some things balance can't do, and bug fixes and a few added features if possible would be nice. Honestly, I still have high hopes from mapping and a lot of the buglist that is being addressed. Someone thinks they have floating-invincible-mines figured out!
  16. I recently reorganized the download links, requiring resubmitting each row. I noticed your link and webpage. We seem to only ever fill 2 servers up at any time, but I know a week ago St0rm had 12 players in it. A lot of work got reorganized and started on recently so hopefully it will bring the playercount back. I am surprised there isn't a larger Aus playerbase, their playerbase was always high in Ren and in other smaller legacy shooters and such.
  17. I will be honest. I started with 2 quads, and had to restart. It had enough for 2 bases, but no midfield. You also underestimate the distance around the map it will take to cosmetically enclose it. Edging it with skyscrapers and roads with rubble blocking it (or perhaps just tank blockers and out of bounds area like Canyon has) The 4 quads also help measure a bit, although it is lazy because I could turn gridlines on and off. I may need help building lights depending on if my computer can handle it, but I will likely start off with cheater-lights and build everything before adding more realistic lighting.
  18. Forum votes I know are possible if you script the mainpage to pull data from the website, it can be displayed ingame from what I have seen of other games. It could also be placed in the launcher for the game. "Value Buildup", is one reason I sort of like total-cost-adjustment. Let's say, if refineries generated 1 credit a second instead of 2, dead ones generated 1 credit every 2 seconds, and cost of cheap things were similar while cost of 350 were 250, 400 were 325, 500 were 400, and 1k were 650, and credit gain for kills were adjusted to 20 credits a kill. That may be too massive a change to gain support, but a lighter version of that is for ALL YOU SERVER OWNERS TO START MATCHES AT 0 CREDITS. Because currently, they start with enough to buy a chemtrooper, officer, and mcfarland. And we all know what those are like... From my experience, it is very possible to teamwork as randoms, and most veterans don't intentionally join together on teams, they get randomized and then switch channels to whatever they got thrown on with the 3 other random people who got tossed into it. I often don't get on TS when I play, I either lone wolf for a common objective, join the tank siege in front enemy base and repair, or follow around and point-guard for someone else who is doing something like sniping or attacking vehicles at our entrance or trying to infiltrate and plant explosives.
  19. I just copy pasted. It is done. Check it out everyone! Whoop! http://renegade-x.com/download.php Note: Hey, Lifeforce, RypeL, Forum People, did you know, the "Download Link" fields automatically turn the URL into a link, so I don't need to add to them? How about that! Yeah, how about that.... on a related note, the first attempt, thank god I tested the links, were ALL broken. Reverted that shit FTL. NOTE: The download numbers didn't update immediately. ...Are they supposed to?
  20. ... okieditedthecolorCan we please talk about the map lol? Anyway, I did spawns and gamemode today. Basically, Kenz Making RenegadeX Map Ep. 3. I will of course consult other tutorials to do specifically urban environments as it will probably share hints that landscape based mapmaking would do the hard way.
  21. If this thread was a "Poll Thread", I would vote yes to changes, albeit there would be a catch so long as changes don't tamper with any currently enjoyed game strategy and play style. Character balance is already making leaps with just Yosh/Com.Devs/EKT systematically touching up weapon per weapon in mutators. I have seen in the last week Shotgun/Gunner/Officer fixed to work beautifully. Balance is best when you would happily use any one of the classes in the game, and I'd just about use any class after just the current changes. Voip is requested a lot, nobody would tell you no unless it sacrificed smoothness or something. Vehicle movement is likely the passing of netcode, if you know the silver bullet for vehicle-control input-delay, fix it pretty please. Website and community updates honestly can wait until the next "surge update" unless you are sure you can make quick work of it. In that regard, you may have to be the new full overseer of the website aspect of it depending on if anyone else on the team sets it so they can maintain it. Right now, it seems the old setup was maintained by someone who has taken a hiatus and so some pages are lapsing like leaderboards. If you can set up and maintain them, then they will be functioning again. Really, if game mechanics can prevent perpetual repair somehow someway, without some stupid unnatural "turn off base defenses at certain time" insta-end mechanic, that too should be included before the next surge update, so we can see what new and old players think of it. The idea is, whatever it is, needs to not cheese off legacy players, and also promote new players from the "tactical shooter genre". In this regard, I would ask legacy players to HAVE AN OPEN MIND in this endeavor, as it would benefit us all if the game matches can consistently last 15-45 minutes as long as it doesn't tamper with tank-rush field-control tunnel-control infantry-support infiltration-threat attack-defend gameplay.
  22. Prelude: I do have a full time job. And a date next Sunday. Nonetheless, I have a lot of projects piling up, I want to make a few PA mods, a RenX mutator, a RenX map, collaborate with the RenX dev discussions both community-to-dev and dev-to-community to keep both parties informed, and a Megaman Legends abridged series I plan to call "Megaman Legends Parody: Fanfiction is Magic". I drag my feet a lot. Should just chop the darn things right off. At any rate, I am now going to make an attempt at one of those things this very moment I am typing. C&C City Flying. Very passionate about it. They call it cursed. I call it "life and luck happened", it may happen to me too but if so it is not a curse, it is my feet. Nobody chopped them off. #icalledit So as of this post, I opened Kenz3001's "Making a RenegadeX Map #1" and watched 5:16 though it, enough to have opened the SDK with the parameters "-Editor". I will force myself to put some time into this every weekend, and try to put some time into it every day after work instead of doing nothing, if I am doing nothing, which I do a LOT, despite the 7 projects I'd like to get done. I am collaborating with Encrypt who is making another map but told me we can collaborate if either of us needs it, as well as BlackDragonOfDarkness from the legacy RenegadeSkins.net website where he is webmaster of legacy ren models and skins and can do custom asset work which he has no clue how much I appreciate him for agreeing. Together, not I alone, but the community, will make the game a better place to be. Community helping community, history in the making. Steps Done So Far 1) Made a rough draft overlay concept. It is not scale, and already has cosmetically changed, but overall it demonstrates what my idea for the map as a whole is. Note the possible on/off ramps for better interaction between the paths, the road is more realistic looking and not a figure 8 (will actually be "city blocks" instead however, even more realistic), the X shape of the overpass is iconic of Ren"X" and also stretches the midfield for confortable spacing and to cater to faster paced sprinting style of the game, in light of the on/off ramps the hole that "narrow vehicles" could squeeze through will be an even more thin "infantry" gap, and overall this map in it's legacy has kicked ass with how flexible and open ended the two sided criss cross paths were so it is guaranteed to satisfy the audience should it finally see it's debut in RenX. It certainly has been a long time coming. 2) Found collaborators via discussion with Encrypt here and RenX.com and BlackDragonOfDarkness at RenegadeSkins.net and I do still need to set up a form of regular contact with them for this project. 3) Started up SDK. My goal is to use Kenz' tutorial to set up the foundation for makmaking and then create a whitebox. I may actually model/texture it as a crude map using simple geometry and desert textures if necessary. As I build it, I will collaborate with anyone willing to help or criticize, as well as switch placeholder models with cosmetically appealing assets and contents. To be continued...
  23. You mean this UDK setting? viewtopic.php?f=13&t=75074
  24. I can back the ally credit trickle at 7.5k credits. After you cap out, the credits can trickle to "The Advanced Guard Tower" which is scripted to divide credits put in between players. I still think the slow trickle of credits currently, if using the pre4.03 mutator is 1 credit per 2 ticks, is enough without being abundant, in combo with higher kill credits. Honestly, all the characters are being test tweaked, and so far I think great progress has been made. I felt the balance between different character costs, whether the character has a "use for it", and if he was played at all or ignored as an inferior choice, has been eliminated from every evaluated character so far. I think the shotgunner, gunner, and officer are all where they need to be in the latest mutator, where you buy them for a particular use, and they accomplish it, with various other balance levers limiting them instead. I believe the discussion for improvement right now envelops: Make every character fun/useful to play, Make matches more consistent in duration and progressive against stalemates, Make the peripherals for the game keep players such as leaderboards and download links and wikis and server browsers and maybe eventually Steam or another platform, and aid and abet content injections for the game such as modders making mutators and maps. We don't necessarily want to change gameplay itself at all, tank wars and infantry skirmishes and attack defend are all fun. We think those four areas above would improve the potential for RenX to the old and the new crowd.
  25. Obviously no; Unless you mean I had a bad experience for the past year in this regard. But you are right that people here don't want to change. Ok by me, /thread. We want to change. The devil is in the details. Know what I want to change? Goldrush, the furthest 2 structures are so far away the obby has trouble covering them. Too far. Really, same sentiments with XMountain. There is a lot of good that can change in this game. McFarland was one of them. Sprint was one of them. I think more weapons could stand to be made different. 500 and 1k snipers are still pretty similar, I sometimes think I'd give 500s a 5 round clip with 80 damage and a quicker bolt between shots, and the ramjet a 1 round clip but a bolt-action that is faster than a 500 reload and slower than a 500 bolt. I just feel like "vehicle camping infantry path" is such a "Field" problem. I'd agree on blocking vehicles in or around the Bar/Ref and the Ref/Air on field.
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