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Handepsilon

Totem Arts Staff
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    2008
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Everything posted by Handepsilon

  1. Btw, Error, this is what the building's sections look like now : http://renx.wiki/wiki/Barracks At least as informative as that one, would be better if you can expand it even more (but keep it relevant and focus on the building)
  2. Added pics for humvee, mammoth and Hand of Nod. For Hand of Nod, I used the viewport with combination ingame actor, added door static mesh, and lightings. Then I turned on Game View mode and photoshopped it to make transparent background
  3. Ok, no worries. I also finished your Purchase Terminal page Recent changes from Agent and me says '+1,337'
  4. You just copy pasted my Buggy description for humvee. Fixed it for you
  5. Once I lost the airstrip because someone planted the beacon inside and I kept failing to get inside the tower. I pretty much agree with this word
  6. Would be better to use a transparent background model render on 3D application in 3Ds MAX, unless the background of the wiki will be changed, in which a white background would be prefered. Just my opinion
  7. I think the 'fast' feel is the Z (height) travel. You see, the player movement in stock Unreal Tournament only takes note on the X and Y axis, which is their movement on a flat surface. The height of their position adjusts at with the height of the floor they're on. So players look like they move fast in slope when actually it's because they normally move slow yet their height position changes faster than their movement speed. Let's put it this way. Let's say that the player has the speed of 1 unit per second. It takes him 4 seconds to move 4 units.
  8. Asymmetrical base is something I've already done in CNC-Coastal, it's possible. But don't try same buildings, except Obelisk
  9. They kill buildings really fast last time I checked.
  10. Hm. Probably because Trace() only traces the collision, it needs to be changed to the model's surface (Trace flag change I think?)
  11. It's.... beautiful...
  12. It's actually much easier to make a large map. I don't know, you can really just accidentally make a large map even though you are planning small
  13. Truth to be told I had the similar idea for a map. I was gonna call it either CNC-BadNeighbors or CNC-B2B Fieldless map where you can base-to-base all day from the first minute! Except you can only fire from your base
  14. I forgot, wasn't it to keep HoN from getting hit early?
  15. That's what you said about CNC-Coastal.... kind of And that added more work to be done and more problems to be solved (stopping people from climbing certain spots, taking shortcuts etc.)
  16. Welp I misread the Chem and Flame death part. That part I don't mind much
  17. Ooooooh that hit so hard like a ramjet... But I see your point. I warned Ruud about making such scripting being rather inefficient years ago, but he kept pressing on.
  18. The damage seems fine, it's not so slow to the point that it takes forever to kill someone, and it's not so fast so you can still react to enemies They're fine IMO. Grenadier is a bit iffy though No, at least it's not that unbalanced Hell no. And Hell no, air vehicles are already powerful as it is. Most people here seem to hate BF, so you might want to avoid this sentence.
  19. That's option B from RypeL's post.
  20. Beacon drop mechanic becomes different technical wise. It no longer drops like a grenade but rather instantly placed on the surface the player is standing on. The possibility of the beacon clipping through should be reduced About airstrip though, yeah the lamp is not treated as a collision which makes the beacon really obscured As for the strip's tower, infiltrating that spot already becomes part of the game although for newbies, I can understand that it is one of the obscured path, but it's also one of Nod base's weakness while Nod already has the advantage of SBH
  21. Remembering the key combination to buy classes and vehicles in PT saves a lot of time. For example, C - 0 means advanced engineer, C - 2 means Rocket Soldier and so on.
  22. Em why did you start your first time in forum by necro-ing a thread?
  23. It does sometimes. Driver exits while passengers are still in. Vehicle looks empty Not confirmed
  24. - Water blocks bullet and explosive fires from surface. However, explosion radius may still be affrcting you - Water destroys tank much faster than Flame Tank. Don't even think of driving underwater - Firing tank shells on building glass windows breaks neither integrity nor the window. - Do not drive vehicles near the furnace of the Power Plant. GDI and Nod engineers are not responsible for the damage the furnace's heat may have caused. - Never park your tank on vehicle production point. GDI engineers and Nod pilots will not be held responsible for removing them in the place of newly created vehicles. - Rocket Soldier's unguided alternate fire rocket travels much faster than the regular one - Blocking harvester route with tanks may result in said harvester to either : Push your tank off, Drive over your tank, or Flip your tank upside down. This also happens with Mammoth Tank - Third person view is always useful to peek while hiding behind the wall Thanks CABAL. Intruder alert, alert cancelled. Intruder alert, alert cancelled. Intruder alert, intruder cancelled. All intruders please report to the detention center.
  25. If those people who lost their vehicle building later on didn't buy any vehicle before they lost it, then yes... maybe. And it's entirely their fault not to use the advantage they once had
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