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Posts posted by Fffreak9999
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If done in a Push to Talk style.
Could use (for example)
; = Full Team Broadcast (Could be limited to a Commander)
[ = Squad Leader + Commander only chat (Allows a commander / squad leader to communicate to a smaller group making commands easier to filter down)
' = Proximity Chat
# = Squad Chat
Would also need to implement a moving squad function (and potentially cap squad size)
Unfinished list*
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Hmm, please provide a link for it, I will attempt to build lights for it tomorrow if you can provide it by then (unless we can figure it out before that).
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Is this a new install of the SDK?
If so, then make sure you unblock UnrealEdCSharp.dll (in binaries) and check SwarmAgent.Options.xml to make sure that the file path is correct on <CacheFolder>
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Are you taking the characters from an external source such as IRC?
Also Agent, can this feature also use player id number in absence of name or be expanded to do so?
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We used to have a much bigger US player base at a point in the past, but they died down quite a bit recently.
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56 minutes ago, Badmojoman said:
Is their a download available that has the GDI and Nod character models accessible? Because, I was wondering if I could transfer those models to garry's mod as player models
I would avoid doing this, since this technically falls under IP theft, and since the Renegade X team do not own the original designs, they would likely break their agreement with EA allowing you to do this.
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1 hour ago, Ruud033 said:
we'd need to place the stairs closer to the barracks
Couldn't you also move them further away by making the mesh bigger, this would mean it would be more easily targetable?
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You need to be careful with applying the blocking volume as if you do it incorrectly, you will end up preventing users from using the ramp or causing unexpected issues such as mounting the Bar with vehicles
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I can understand the issue regarding city flying.
I'll remove it from Testing server.
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This appears to be caused by mis-matched versions of the Rx_Mutator_AdminTool
Delete the file and rejoin if you have issues.
CT has a more advanced version of the mutator compared to Try's server.
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I'll look at updating the IGDL and CT server tomorrow, see if this clears the issue
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Was this on Constructive Tyranny?
If so what time and level?
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If it's Frostbite I haven't updated CT in a long time with the map and the IGDL. But I don't think it will cause that issue
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When I get a chance, I'll look at the set-up on the server, what map appears to be causing this issue?
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Luhrian - Its much easier for you to include both Day and Night versions in a single download, all it means is that you can have it all in a single zip rather than 4 different zips.
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47 minutes ago, yosh56 said:
+Added server side option to disable team-switching for X seconds [RTC_DisabledTime in Default/UDK RenegadeX.ini]
What’s the default value for this?
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Are grenades still limited to the classes who had them in the loadout previously or are they available to all?
If limited Perhaps bring back the item purchase screen for purchasing a frag grenade?
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6 hours ago, DarkSn4ke said:
PS: not sure why I chose Reservoir as example... most map are balanced if the teams are balanced (and if the team knows & follows decent tactics). if if if if
Remember Reservoir PUG for the first time?
2+ Hours on a single map
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1 hour ago, DoctorAnubis said:
Is it possible for servers to allocate maps depending on current player count? If so, old Mesa and Field could be deployed under these circumstances, as well as other maps which function best under certain conditions. Old field for sure plays better than the new, when fewer players are involved.
Currently no.
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The console command will not work without a mutator in the game to summon it.
You can also technically spawn them in Skirmish if you add the file to live folder from the SDK
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26 minutes ago, lupotre said:
How did you spawn it? O_O
He is in the Editor, the files are present in there, and they can be added to a map for testing. As you can see, although it is the official walls map, it is listed as "Lighting needs to be built" on the left side of the screen. This means that the map has been edited in some way by adding/moving an object.
In this case, the adding of the MKII is the reason.
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I know advanced defences have a vision range multiplier value, but small defences don't currently from what I remember
Problems when building lights in SDK
in Technical Support
Posted
I'm about to attempt the light building, will let you know the results soon.
Appears to be going fine atm