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Everything posted by Fffreak9999
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I think you are able to add new bots to games in the config files. I remember looking through and seeing all the bot names at one point.
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I don't mind joining, would be a lot of fun
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The message I believe appears in the text console, if you press f5/tilde I think it appears
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Good Afternoon, On CT servers the AFK kick bot is enabled and has been for some time. It is just not that efficient, but I do see people being kicked for idle.
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-> People show up 20-15 minutes prior to the pug so we have time to do a proper draft/balance This would be ideal, but the only real way to enforce this would be to have a cut-off of where people can no-longer join after a certain time, which at times is unfair. -> If one team has a bug (like a drunk harvi that got stuck) the admin of the server or/and the players from both teams should adress the bug and then resume to the match (so we can keep the fairplay feeling) In Relation to the harvester issue, there is currently no RCON command to kill the harvester or some other command to deal with this as far as I am aware, and stopping the game to deal with a single issue can cause more issues than you realise. The harvester issue could be resolved my adding a command or by a mutator or something like that. -> Have a list of people that show up constantly This is also an issue, since if people don't turn up when you expect them to, I.E when someone is delayed or has another reason not to be on, then you risk de-balancing teams, and Bong/Yosh and a few others have a good idea of people's strengths and will normally try to balance around those strengths anyway, without the need for a list. -> To avoid "snowballing" I like the premise of your idea to allow the losing team to decide, however the game is currently not set up to do this. What is stopping players on the winning team from voting and forcing a map more suited to their team? I think there may be a way round it using RCON, but that requires a Server Admin on to make sure this runs. 99% of the time this wouldn't an issue but you never know. Also there is no easy way to currently handle the teams except through the team control mutator, and it doesn't have any UI it is literally run by 3 commands, and that is not ideal to allow an easy team change. Maybe yosh could look into creating a UI screen, with a list of all players, and you can drag them over different teams to move them to a new team. I feel this would be more user friendly. Maybe something like this?
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It should be just you, it is there for higher end computers which can handle the Anti-alias settings which is useful for high resolution screens
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That option I believe is hard coded and does not work
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Crate percentages do work. I feel that crates are a risk vs gain mechanic that helps balance the game out, but it doesn't work that well in practice due to the fact the ones likely to get crates (and get the good stuff from them) are the ones who hold the field. I feel that some sort of mechanic should exist to have a crate that only spawns for the losing team in their base, allowing the possibility of coming back into the game without having to worry about trying to break a siege to get access to the crates.
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Riding vehicles still take tiberium-damage
Fffreak9999 replied to Mystic~'s topic in Feedback & Bug Reports
I would say that having exposed infantry in the tub field, at almost any close to the ground height (even on top of vehicles) is fine for damage to occur It is technically toxic to human life, and gives off heat and radiation at a rather extreme level. It could be seen as reasonable to allow some height to the Tiberium damage volume to emulate these effects -
It is almost done, I am in the process of fine tuning the landscape, adding foliage like grass. It will likely be ready in the very near future but I will put it through at least one more map test before release (since I have changed something that might have introduced an issue so I will need to have people find some bugs) Otherwise the map is pretty much done
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It nearly did get cancelled, fortunately Agent managed to pull through and set up a server for us. Was kinda awkward to get used to the Team Swapping commands, but by game 2, was fairly good at it. In terms of organisation out of game, was quite poor, but in-game was reasonable, if only unable to handle the enemy team that well. Lakeside was Team Tony's time to shine Was fun, but definately needed to be set up more in advance rather than 40 minutes of set-up needed to get the commands and teams sorted.
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To be honest, I am more in favor of the Construction Yard hosting a beacon pedestal, or in the case of an old map (i.e Field/Walls etc), maybe rely upon a pedestal in the barracks/hon as it used to be. The Con Yard makes the most sense in terms of Gameplay from the original series, as it was the foundation of the entire base. If you lost the Con Yard, you were almost certain to lose the rest of the base. To facilitate this an asset for Con Yard would be needed, as well as an asset for a Pedestal. As you said before, the Barracks/Hon Pedestal did favor GDI in terms of open access to the beacon ped, but there were maps where GDI suffered regular attacks on them, (I.E Glacier). I personally managed to pull of Pedestal beacons many a time on both sides in fairly full servers. One of the biggest ones I remember was a 25 man GDI army rushing to the barracks in Glacier as I managed to get in the Bar and Place a beacon. I won purely by luck of killing most of them with Timed C4. So even if Pedestals were in the respective Infantry building I still feel there wouldn't be an issue.
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The Code: Code: Select all function ExecuteCrateBehaviour(Rx_Pawn Recipient, Rx_PRI RecipientPRI, Rx_CratePickup CratePickup) { // Health/Armor/Stamina Refill Recipient.Health = Recipient.HealthMax; Recipient.Armor = Recipient.ArmorMax; Recipient.ClientSetStamina(Recipient.MaxStamina); // End // Weapon Refill if(Rx_InventoryManager(Recipient.InvManager) != none ) { Rx_InventoryManager(Recipient.InvManager).PerformWeaponRefill(); } // End }
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Happy Birthday!
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There is a spot at the back of the WF (GDI base), the mountainside has rocks with no collision and you can hide in them, It also means you can nuke the WF and people will find it hard to see the beacon due to no visible light from the beacon, plus almost indistinguishable sounds for the beacon coming from all over that area.
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It is possible to run to the back of the tiberium field and not die, the Tib Volume is not long far reaching enough to kill fast infantry to the back of the field. Pic 1 Pic 2
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Hi All, Can we add another mirror for the SDK, currently as it stands, the AOG direct download is unavailable (Website down). Constructive Tyranny's download is a Torrent, I just don't use a torrent download, any chance we can get another direct download mirror?
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As far as I recall it should be possible to disable AGT/OB through kismet, since there is a mutator that disables them, I am sure the kismet can done it as well.
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@Davidbeast - The Ion to the Strip from above should now be resolved, it will more than likely now require you to be near the AS to beacon it, as I have moved the rocks back a fair bit. Bridges not level - Resolved, made it slightly smoother in terms of transitioning. @ Schmitzenbergh 1.Make the vehiclepaths a bit wider, especially the forest route(The one with the trees on the sides). Only a conga line of meds will fit through ;p - This should be fine, you can fit a couple of meds side by side without issue, and I have tested that you "Can" get 3 meds side by side, but it is a bit cramped. 2. Also, the map looks more like a forested pit then a forest. Maybe open up the map more to a forest you can see (but not enter) to give you the impression you really are in the woods? - This will be the case, I plan to place a large number of trees in the background when it is live, although you will still have the stonewall on the short vehicle route with the tiberium fields, it just look more like a forest. 3 I really like the flat rock part where you can look over the forest route The infantry path can do with some less crates though... I got a crate jackpot with 4 of 'm appearing near the silo. - This will not be as common in live play since there will be more chests, and only so many will be active at any one time. 4. What are your plans with the destroyed WF? Is it some sort of midway-through point to stock up? I could buy everything at the terminals. Looks interesting. (I had the same idea for my new map ) - I have something planned for it, but it depends on if I can get the kismet to work. I may grab some people who are good with Kismet to assist with this though. 5. he turret and guardtower in the screenshots have a lot of health, exceeding 100%. Is this intentional or a bug? - Intentional, I intend for them to have a building health like bonus since there is one per entrance, there isn't a lot of defense in these maps and I am forcing the teams to pay attention to the health of the turrets. The maxiumum health is about 150% but it can only be repaired up to 100%, it will not be able to be restored past the 100% marker, so think of it as armor plating that is permanently destroyed after taking damage. 6. There is some mesh clipping on the infantry bridges. (Destroyed Wf side) - Bug - Now fixed in a new version (to be released soon). 7. The landscape is missing a bit of ground here. (Behind destroyed WF). Looks a bit silly - Bug - Resolved (see above note about version) 8. Perhaps you have already thought of this, but it annoys me anyway If you use invisible vehicle blockers for certain paths, make it look like a vehicle can't enter. Place some tank blockers or trees, that way it's clear for the player he/she can't enter. (I'm sure you haven't placed it due to this being a test build ) - They used to have tank blockers, although I am going to place something there to make it look like they shouldn't be going there. 9. This turret seemed to have a day off, it refused to attack me... Kane won't be pleased I think the landscape is blocking the turret. - Solved, this is fixed due to a relocation of the turret and flattening of the landscape. 10. The terminal is clearly GDI's but is says it's nod's. Perhaps change it to the nod version, or a generic version(Look at Ruud's map CNC-Crash Site, he has a generic one) - This will be solved by release, this was done to help facilitate the testing phase, I just copied the PT from the GDI one and changed the actor for a Nod Actor. 11. This is what I meant with conga lines of meds. There is no way more then one tank can fit. Widen it or make only small vehicles enter. If this is your intention, keep it but meds and lights will be annoyed. Especially if the cliffs get rocks. - Welcome to Death Alley (Aptly named im sure ), this is intentionally meant to be a gamble zone, where an enemy can easily kill you but if you are uncontested the entire way then the enemy will be struck by a very fast moving rush. 12. This is a big one. I had the same problem on Grassyknoll. Ioning or nukeing 2 buildings is no fun. There needs to be more space in between the buildings so an ion or nuke can't destroy two buildings. Field has it too @ the Hon and As. I really dislike it Easy fix though. (Although, it's quite an achievement if a player succeeds) - Requires more testing, but this should be fixed, I have also added wooden crates to the middle of the buildings to avoid that spot. Will test this later. Thanks for helping me test the map
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Dont worry about it, Lukas, It will be up again for more testing soon. @ Schmitzenbergh - When I get a few minutes later, I will breakdown your feedback and go through what I intend to do/explain reasons for things etc.
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I think what he has done is just applied a basic material to help with seeing how the landscape looks because the blue/white squares can make it hard to see. To be honest I use the same thing to help me when I first start a map since I cannot see that clearly how much difference my landscape looks like after trying to alter the height map.
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I can keep it running if people want it on
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I have a server running the map, It isn't going to be an amazing server since it is hosted on my desktop, but It is running the test version of CNC-WoodsV2 Feel free to hop on and test it
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Ok, Download link is https://drive.google.com/drive/folders/ ... 3VJMVkzblk The File name that you need is CNC-WoodsV2 I am going to get this put on the Testing server as soon as it is updated. If you wish to have a quick test, then you can download the map and the INI and place them into the correct folder for a skirmish run. Bare in mind at the time of this post, the map is still building lights, but will be done shortly. Once build it will be uploaded. So if you don't see the file, then just wait a few minutes
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It looks pretty useful. I may need to use it