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Everything posted by Handepsilon
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of course, if you want to make your own particle, you're welcome to try. I believe the beam emitter in cascade would do juat fine with distortion. Just look for Link Gun's beam material Or maybe you can try the volt-rifle's particle as well
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If ammo pack drop is going to be a thing, the tier needs to be looked out on. Like tier 2 drop gives a lot of ammo to tier 0, lots ammo but not as much as tier 0 for tier 1, moderate ammo for tier 2, and lesser ammo for tier 3... that way, freebies won't be abused as ammo source too much
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Ion storm? I think I may be able to work on it, and the lightnings too
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Eh... I dunno. My biggest complaint about Volts is because they run out of ammo so fast and at the most problematic moment...
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maybe I can help you with the Day/Night Cycle? I've worked on it once in other project, so I can get a thing or two done
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Hottie + Crate = Spy NOD Officer with Mines?
Handepsilon replied to Boyantes's topic in Feedback & Bug Reports
SBH that are IMMUNE TO BASE DEFENSES with PROXY are possible... Scary... Imagine it like this *Spy SBH walks in, sees a Tech mining* Spy SBH : Hey Tech, what are you doing? Tech : Mining, duh Spy SBH : Can I help you? Tech : Uh... sure? *Spy SBH lays all his mines on the stack* Tech : Thanks.... but wait, aren't you supposed to be an SBH? Spy SBH : Uh... yes, why? Tech : How did you get mines? Spy SBH : I.... always have it around me... why? Tech:.... Spy SBH : ... Tech : SP.... *boom, boink* Spy SBH : Uuuuh, well, nice to meet you too -
Taking a break from Coastal for a moment, just to show an idea of mine
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Meh, I just DL'ed TS and my Skype messes up all the time. So ok, IRC LOL, just don't buy vehicles from the 'external' PT. It works, but then you'll be away from base Can we make it so that this volume refers not to the standard PT camera, but to a new PT camera with a custom 3rd box in the sky? That'd be cool.. I also wonder if it's possible to create custom buttons etc then, we would have a complete custom PT menu then Not sure. I believe those things are hard coded. Will have to look further
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Meh, I just DL'ed TS and my Skype messes up all the time. So ok, IRC LOL, just don't buy vehicles from the 'external' PT. It works, but then you'll be away from base
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....wait, shouldn't the instigator goes to Player Owner instead of External Interface? Anyway, yeah, that's still my homework. Hehe ^^;
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So, as some of us know, we seem to like inserting gimmicks in our map, just to name the few 1. Crash Site has meteor crash and destroyed WF that produces Orca for both team 2. Reservoir has Repair Pad and is/was planned to have rising water 3. Coastal has 3 Obelisk on field and Hovercraft and is considered to have Power Plant overload method So I wanna know if you guys would ever have idea to make something special for a map... for example these are some ideas that crosses my mind 1. Night/Day cycle w/ flooding sea 2. Ion Storm 3. Survival Map Note : this is just some idea pot. Doesn't mean it's gonna be implemented anytime soon
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No... If you look at the TestMap_MP in the SDK, you'll see a PT OUTSIDE the building, on a wall. Then if you try looking with wireframe view, you'll see an invisible model of PT, which is an actor, I forgot what it's called. But it certainly is not the visible PT screen static mesh on the wall... BTW, if you want to help me build lighting, I'm gonna appreciate it. It takes about an hour WITHOUT lightmass. God knows how long it will be with lightmass
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TF2 is FPS... or are you talking about something besidea Team Fortress?
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No, I didn't. I use the broken PP static mesh on the map, which only has 2 PT and 1 MCT (which you only touches to activate for now). It doesn't count to building destruction so... in other words, you have 3 PPs to defend. One of which is non-functional, indestructible, and not counting to objective. It's also protected by turrets (LOTS OF THEM)
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I.... don't know if I should take it seriously or not... Anyway... Airdrop needs fix too. Basically sometimes it bugs to negative (why not just clamp it to 0 anyway) and it refuses to work after changing team from a team that loses Strip and then lost WF afterwards
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That actually sounds nice as long as it doesn't turn RenX into a ninja game (everyone wielding a knife just to get to places... like CS)
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Yeaaah, that's kinda saying that Stank is stronger than Light Tank when rushing head-long
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Hey, chill. Dev would like to have little spread, but even that, the OldRen veterans wouldn't have it. Since I'm not a sniper and they know Renegade better than I do, I just shut up (no really. I'm not being sarcastic. I really do think I have no say about it)
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...because this is not CS or CoD? I really don't have a better explanation about that...
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That's because Nod's tank are not meant to overpower GDI's own head on. If you're just slamming your Light tank to a Med Tank without thinking twice... or rushing a single flame tank to an MRLS without a tech in a straight path, I'm afraid you're just doing it wrong Stank though... I dunno. 400 stealthy hp with not-so-decent rocket doesn't seem worth the money
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Ok, try to hold your head when walking on tiberium field. It's going to be trippy there
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...you think I did not try that already? My series of summoning ritual !requestmod (which works too as far as the notification says) isn't being successful when it happened. Sure some Mod came earlier, but it still happens after they're gone...
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[RenX | Beta 4.01] Mesa II - Nod Harvester stucked
Handepsilon replied to N3tRunn3r's topic in Feedback & Bug Reports
Believe me when I say Harvester path is the most annoying thing to set up... ...regardless, they need to fix that... -
B0ng whenever you're ready Don't ask how I keep updating every day. It's just so fun to do and all... sorry about having to download everyday...
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To come for 0.0.5 - Proper block on Nod's heavily infected Refinery. Right now people can bypass the barbed wires - Shorten Nod Tiberium field distance and fix the pathing. For now, Nod harvester will self destruct because they take too long to deliver the tiberium back to base - Less health for Nod turrets as a compensation for their ridiculous number To consider for 0.0.5 1. MOAR SPACE CUTTING 2. Nod PP overload mechanic (it already works. The only thing to consider is the balance and the need) 0 Damages PP and Turrets by 20 every half second 0 To overload, go to the dangling MCT on the nearest broken power plant, that has 2 functional PT that fall off from the wall. the other PP had their consoles down. 0 Alert will go off upon activation. Nod's PP will be warned by Cabaal and gets electrical sparks on the reactor, some PTs and MCTs 0 Overloader gets points and credits as if they actually do the damage normally + Unique way to destroy and defend Nod's base + Can soften the turrets, if Nod repairs the needed turret in time and GDI works well with the overload + Nod can buy things from the non-functional PP used to overload the functional PP + Lasts for few seconds, can only overload once every about 10-20 minutes, Nod can prematurely restabilize - Since Nod's base is already too big and has 2 PP to defend, and 3 Obis to defend outside, balance is still a question - Even with huge flare on the pole, may not be noticeable enough PS : Buying from wall is too mainstream. One of these days, let peeps buy things from the floor