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Posts posted by NodSaibot
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glad people are enjoying the creative mode, it was fun to work on and play in it.
also glad people are enjoying sniper mode, its now up as '[Official] Sniper Mode - NA"
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November 31st, 2020
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Do you have updated drivers or have you updated them recently?
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53 minutes ago, Gex_str said:
LCG(Laser ChainGunner) - definition of a tank on 2 legs, he has insane armor values(250/325/400/475), but also being slowest unit in the game(85 speed). Due to this and his weapon of choice having very limited range, he's mostly good as defensive unit. Carries EMP Grenade, which already screams in teamwork being required, unless targets themselves aren't too bright either.
Not only this, but gunner can pop around corners and shoot rockets, while LCG must stay visible to shoot his LCG. GDI just has more burst dmg, while being high HP and Nod has more sustained damage stuff (flame tank, stank kind of, lcg, chem trooper etc), while lacking in armour. Nod must remain out in the open to fire their entire clip, while GDI generally can peak and kill stuff easily, and at the same time, GDI also is hard to burst due to their high armour
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2 hours ago, scrin-124678 said:
Hopefully Firestorm will have drivable harvesters
That is the current plan!
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It was left out on purpose. And thank you for the support. I could finish my sniper server plugin and add that feature, I think it would be quite fun.
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Fixed, will be in next patch
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Fixed weapon crates not being affected by veterancy
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It's not literally talking about the .exe itself
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If it's the GDI one, it's already fixed on dev version
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Fixed it to give random weapons
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Looks like a problem in the physics engine. If it becomes a normal thing, let us know. Random one-off crashes sometimes happen
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20 hours ago, Joker147 said:
How do I get the patch to work if I download the game on origins? Keeps telling me that theres no CD detected.
https://www.tiberiantechnologies.org/downloads
install that
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I just played it last night and I am working on a new map for it. The kill sound is on purpose so there's no super spam of it. Placing defenses (you can buy them in the Q menu in the purchase terminal) is basically the only way to win.
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Does this happen when opening the game without trying to join a server? I think your best bet is running verify game integrity then reset game.
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There is currently no fix, however using 32bit RenX will result in it happening less. Using 32bit also leads to more VRAM crashes, so it's kind of a trade-off for one or the other.
--Sarah
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Manually update your launcher.
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Locking the post, as the questions were answered by staff members, and the thread looks like it has served it's purpose. If there's any other questions, feel free to start another thread.
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We are currently looking into adding more statistics and balance tracking, however I do not know if we will include anything to this amount of detail.
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Made a fix, not sure if it will cover all cases but it should. Will be in next patch
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i got scrin'd the other day, its definitely still a thing
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In this tutorial I will explain a bit how to use Rx_PassiveAbility, and utilize it fully to create a mutator that is compatible with other mutators (don't need to overwrite any classes). This mutator will give Sydney a healing passive ability.
Rx_PassiveAbility is a class that is spawned when a character is spawned(bought or spawned from crate). This all starts in the SetCharacterClassFromInfo function of Rx_Pawn. From there, we can see in that function that GivePassiveAbility is where abilities are given, so that will be our entry point in the mutator.
(Rx_PassiveAbility_ArmourHeal)
First, let's create the passive ability that we will apply to Sydney. We define a couple variables that we will be using so that we don't have plain numbers lying around in the code, and we can tweak the code easily using DefaultProperties. The Init function is called when a passive ability is attached to a Pawn, so let's use that as the time to start the timer for the healing. We also need to create a heal function, so we will create that function with all the needed checks and functionality. Since we don't want this to be too overpowered, let's add a penalty for taking damage, which is easily doable using the NotifyTookDamage function provided in Rx_PassiveAbility.
(Rx_Mutator_HealingSydney)
Using CheckReplacement we can see when an Rx_InventoryManager_GDI_Sydney is spawned, this means a player just bought a Sydney or got one from a crate. Whenever we verify this information, we can go ahead and call GivePassiveAbility on the player's pawn. Since Other is the InventoryManager, and the InventoryManager is spawned by the Pawn, we can check the Owner of the Other and get the Pawn from there.
The code is decently commented, so it should be self explanatory, however, if you have any questions, feel free to ask.
Finished files
Spoilerclass Rx_PassiveAbility_ArmourHeal extends Rx_PassiveAbility; var float ArmourHealAmount, TimerInterval, TakeDamagePenalty; var array<float> VeterancyBonus; // Ability was added to a pawn simulated function Init(Pawn InitiatingPawn, byte SlotNum) { super.Init(InitiatingPawn, SlotNum); // When ability is started, start the timer to heal SetTimer(TimerInterval, true, nameof(HealArmour)); } // Heal function HealArmour() { local Rx_Pawn P; local float TotalHealAmount; P = Rx_Pawn(UsingPawn); TotalHealAmount = ArmourHealAmount + VeterancyBonus[P.GetVRank()]; if (P != None) { // Don't give the pawn more armour than it can have if (P.Armor + TotalHealAmount >= P.ArmorMax) P.Armor = P.ArmorMax; // Not all full armour, so give some else P.Armor += TotalHealAmount; } // In NotifyTakeDamage we use false in the loop parameter, this will make sure we start regening again at normal rate after the penalty if (!IsTimerActive(nameof(HealArmour))) SetTimer(TimerInterval, true, nameof(HealArmour)); } // Hook for taking damage simulated function NotifyTookDamage() { // If you take damage, add some time until you start regening again SetTimer(TimerInterval + TakeDamagePenalty, false, nameof(HealArmour)); } DefaultProperties { ArmourHealAmount = 1.f // Base heal amount TimerInterval = 1.f // How often to heal, in seconds TakeDamagePenalty = 3.f // Amount to add to timer when taken damage, in seconds VeterancyBonus(0) = 0.f // Recruit VeterancyBonus(1) = 1.f // Veteran VeterancyBonus(2) = 2.f // Elite VeterancyBonus(3) = 5.f // Heroic }
class Rx_Mutator_HealingSydney extends Rx_Mutator; var class<Rx_PassiveAbility> HealingAbilityClass; // Called when an actor spawns function bool CheckReplacement(Actor Other) { local Rx_Pawn P; local int i; // Inventory Manager spawns when a pawn is set to the FamilyInfo corresponding to this Inventory Manager // Check if the actor is being kept, then make sure the character is a Sydney if (GetNextRxMutator().CheckReplacement(Other) && Rx_InventoryManager_GDI_Sydney(Other) != None) { // Get the actual pawn from the Inventory Manager P = Rx_Pawn(Other.Owner); // Make sure we don't replace any existing passive abilities. Use the first available slot if (P != None) for (i = 0; i < ArrayCount(P.PassiveAbilities); i++) if (P.PassiveAbilities[i] == None) { P.GivePassiveAbility(i, HealingAbilityClass); break; } return true; } return true; } DefaultProperties { HealingAbilityClass = class'Rx_PassiveAbility_ArmourHeal' }
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Will be in next patch. C still does handbrake, but there is another key you can bind now specifically for handbrake that won't crouch your character. That and vehicle lock will be in input menu in pause menu.
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Checkbox after each game
in Feedback & Bug Reports
Posted
AllNoobs tried out a "click every match" thing, and I think some people found it annoying, but I think it could work in some degree, the way OP describes it