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NodSaibot

Totem Arts Staff
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Everything posted by NodSaibot

  1. Looks like a problem in the physics engine. If it becomes a normal thing, let us know. Random one-off crashes sometimes happen
  2. https://www.tiberiantechnologies.org/downloads install that
  3. 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.
  4. 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.
  5. 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
  6. 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.
  7. 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.
  8. Made a fix, not sure if it will cover all cases but it should. Will be in next patch
  9. i got scrin'd the other day, its definitely still a thing
  10. 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
  11. 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.
  12. All Nod v Nod maps have "BH" at the end of the name when they are on the voting screen. It can be adjusted if it isn't intuitive or understood.
  13. It is technically possible, but there is code that helps prevent it
  14. Vehicles are getting some FOV changes applied to them. At the moment FOV is applied on a per vehicle basis using a specific FOV. I just changed it to a FOV multiplier instead of a static FOV replacement number. tldr vehicles got changed recently so they will multiply ur fov instead of changing it (not in live yet)
  15. The only current indicator is this little icon here. This means it is in the CNC gamemode, which is Nod vs GDI. In this example, EU is on NodVNod Lakeside, and NA is on regular Nod vs GDI Lakeside. Little circle icon = Nod v GDI No icon = Nod v Nod or other custom gamemode (its actually a cnc icon https://github.com/TotemArts/Rx_Launcher/blob/master/Renegade X Launcher/Resources/cnc_modeIcon.png)
  16. 1) Field 2) Under 3) Snow 4) Volcano 5) Islands
  17. Have you attempted to open these in RenX yet? Maps from UE4 are not the same for UDK. They are not cross compatible and do not use the same packaging system.
  18. You need to add a Rx_Tib_NavigationPoint for GDI. There is only one for Nod. If you want it to go to the Nod tiberium patch, you must add path nodes and make sure they are connected to the Nod tib field. Press P to see paths.
  19. You're missing some game files. I suggest verifying game integrity in the launcher. Click the settings button in top right.
  20. Depends on where the code is executed or what the code is doing.
  21. It is very simple to create a serverside only mutator. This will mean the client will not download anything when it is joining and will not be required to have it to play the match. The process to creating a serverside mutator is as follows. In your package, in the Classes folder, create a new file called PACKAGENAME.upkg Inside the newly created file, put this inside. [Flags] AllowDownload=False ClientOptional=True ServerSideOnly=True Recompile your package, and you have a serverside mutator! You can also use the ucc packageflag commandlet to set flags for existing packages, but I won't go into detail on how to do that. This awesome tool can be used to decompile and read package flags of compiled packages.
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