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DaKuja

Totem Arts Staff
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Everything posted by DaKuja

  1. Specific there Beam! This will happen if u got the Crate with the Scrin Beam, if u enter fast an Vehicle u cant beam up. But an Charakter Copy of u flys away with that Beam. So after this move the Beam get totally fucked up and lift u up in insane heigh
  2. DaKuja

    Harvester Spawn

    They have to respawn but thats works only with these Harvesters who spawns at 0,0,0 so i tried to teleport them to the Battlefield and that works just a bit sometime they got teleported perfectly into the Tiberium Field and sometime one or both Harvesters get stucked by some reasons (blocking each other, not able to move to the next Pathnote or the GDI Harvester flips around and get stucked) So now i tried to make an Teleport for each of them so the Nod and the GDI Harvester should teleport to there own base but until now it dosn't work at the UDK Forums can't find anything to this problem.
  3. Added more Stuff to the next Update of the Map! - Reworked Map Collisions Until yet i don't worked much on the Collisions/BlockVolumes on the Map. But now all Walls specific the surrounding Map Wall are now way "smoother" so no Corners where you can get stucked. - 2 Mystery Crates deleted, the Tiberium Cave Crate moved to the Tiberium Silo (So Engis/Techis get some "Bonus" for there hard Work!) Everyone can get the Bonus not only the Techis, but hopefully the Crate gives some extra motivation to capture and hold the Silo! About the deleted Crate it was the One on the Lower Field near the Silo. I moves the One from the Tiberium Field in the Cave to the Silo so, i have to delete the other One, otherwise there be to much crate in the Near. - Added tons of Visual Details! (Very Small Rocks,Gras,Bushes,Sounds and more Particel Stuff (Winds,Tiberium Heat/Fog) ) Ye about that Change or adding I'm more proud because the Map looks after these Changes way better and i like it!
  4. R.I.P Unknown Guy
  5. Will added soon, last Time of the Test Server there was some small Bugs founded and i have to fix it. I post the Link as soon as possible.
  6. DaKuja

    Harvester Spawn

    Eerything is fine about he Notes it seems the Harvesters block each other, sometime if the GDI Harvester fall "better" down from the Nod Harvester it works pretty good but these Drops how the GDI Harvester Jump-Fall is totally Random. only the Nod Harvester spawned and drops perfectly from the Teleporter. But i wont give up ;>
  7. DaKuja

    Harvester Spawn

    Now i tried agin with the UTTeleporter to solve the Spawn Problem and it works, thanks to Ruud again ;>^ Still only the Prob there popt both on the same Second off, so the GDI Harvester get a bad start because he jumps into the Air and after the landing he got most of the tries Problems to find the right way to the next Pathnote But i dont give up yet, still trying to handle this wierd Problem
  8. Pre - Patchnotes BETA 1.4: Playstyle Changes: - Tiberium Volume fixed - Fixed Collision Bugs on : Nod Inf Tunnel, Silo Inf Path (GDI Side) and Tiberium Cave - Catwalk - Reworked Map Collisions - Flyable Hight set bit higher - All Buildings got now Ramps - 2 AA's/SAM's in each Base - Nod Wall raised bit for lower Obi Range to the Front Side - GDI got the old good massive Wall Stracture like in 1.0 and placed bit higher for more Cover against Artys/Ranges - AGT shoots now correctly at the Backentrance with his Missels - 2 Mystery Crates deleted, the Tiberium Cave Crate moved to the Tiberium Silo (So Engis/Techis get some "Bonus" for there hard Work!) - Added 2 more Ways to the Upper Mid-Field from the lower Pathes near the Bridges - Added 1 Bunker on each Bridge at the Base Side - Added small Walls on the Way up the the Bridges on each Side for bit Cover - Added some Bot Pathes: They now able to Move over both Bridges, Upper Field, Reach the Silo, and the Roofs of all Buildings. Bots still not ably to fly, sorry about that :< Visual Changes: - Fixed some flying Bushes/Gras - Added some other Textures - Add more Rocks for looking good! (and small Covers) - Added some Background Details near GDI Base and Upper Field - Added tons of Visual Details! (Very Small Rocks,Gras,Bushes,Sounds and more Particel Stuff (Winds,Tiberium Heat/Fog) ) Hopefully this Version is the last big One. There will be no big changes anymore, I like the Map at his current Style/Version it looks balanced, visually good and it had anything to get a good War! I'll fix heavy Issues/Bugs as soon as possible if some of these founded don't worry about that. Hope you like it and will play it with alot fun Greez. DaKuja
  9. Thanks for the Report, also good Timing. I'll fix it for the Next Update. The GuardTower should have that much HP because the Basedefensives will hit Enemies way later. So these Turrets are the only 4 (1 at Wall and 1 at Back Entrance of each Base) Buildings who make an Rush and Infiltration bit more harder. The Map have been tested in "Real" Battles with 12+ Players if these Turrets really needed or not.
  10. Thats awesome! looking forword to this Map. Keep it up!
  11. That will be awesome! All these Maps need an real "Test" where way more Players play the Maps like 20+. These Rounds on such Maps will show how good it works! Bots will dont find Gameplay Breaks like Glitches or Bugs. I think - Test Days/Nights are important to create good Maps Like the Beta Testers for the Orginal RenX Maps. I will be there if some Date for these Days/Nights set!
  12. Yey i'm back to Work and probably i will finished the Map if there no new Bugs appeared. I'll change both Walls a Time, the Nod Wall will played bit higher for smaller Obi Range and the GDI get a one big Wall like the Nod Wall to dodge the low AGT Range. So, both Teams got at the Frontside lower Range with there Base Defense. Hopefully it works good for the Gameplay. I'll fix also some Bugs, for the flying Part of the Map. Greez. DaKuja
  13. Sick! Cant wait for the Update
  14. DaKuja

    Harvester Spawn

    So ye i tried now the easy way to teleport the main harves to an another Point but it wont work I put a simple trigger Volume to 0,0,0 if they spawn they should get teleported to the Tib Field They dont... players got teleported. Maby i do something wrong in the Kismet?
  15. DaKuja

    Harvester Spawn

    Today i tried with the respawn method with the "destroyed" / "Death" Event and it dosnt work because i got no "target" for these Events i cant use the Actor Factory self as the Target. Maby i dont see the easy way to solve this Problem
  16. you are welcome :>
  17. Maby i know about the Problem i got it too so Ruud033 helps me with that and it works! Try this out: I set the Cross to "Override the Light Map Res" and put 8,16 or 32 down to the next ( I choose 8, it works and Light Builds works now without any Problems) 4 Core is possible not enough to manage this insane Number of hight detailed Shadows on a Meduim/Large Size Map.
  18. It still take some Time to manage some Probs. specific the AGT Range also i took a break from building Maps. Other Stuff takes many Time, but my work will be continued as soon as possible!
  19. I'll fixed it with the newest Version.
  20. CNC-Eyes Beta 1.3 : Now released in OP
  21. Map updated
  22. So 1.2 will be uploaded right now! 1.2 is an Hotfix not an really changes Version - Fixed Harvester Path Bugs - AGT stands on his Original Position from 1.0 but bit higher - Both Bases got now 2 AA's/SAM Sites - GDI got as compensation for there AGT Range now 2 Turrets at the Main Entrance - Both Back Cliff Overlooks (Back Entrance) got an "Anti-Baserape" Volume where only Inf. get hurt
  23. Very strange with that Spawn Stuff, but i'll take a look at try to fix these issues quickly. Edit: So ye the Range is the Real Problem about GDI's Defense, i have to build everything new to solve this Problem but this will be way to much work for a single Building
  24. Thanks! I try his new Place if it dont work fine I'll come back on this. :>
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