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DoctorAnubis

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Everything posted by DoctorAnubis

  1. Thanks for the replies guys. The map is using the node/waypoint system and has various Rx_AreaObjectives set throughout. I tried setting this one in the deepest jungle section to 10 Importance. But the bots will still never go there. I also tried adding a UTDefence Point to the same area but the bots don't follow that either.
  2. I recently came back to Renegade X and wished to check out the map I released some time ago, Paradise. Specifically, I downloaded and booted into the most recent SDK but I noticed something was wrong. The bots will only ever take the most direct route through the map (green), which means that you will never encounter enemies inside the volcano or throughout the jungle areas (red). This never used to be a thing. When I made this in 2019, you would encounter bots scattered throughout the map, taking different routes including in the red areas shown below. My question is, can I do anything in the SDK to remedy this, or has there been an update to the bots which no longer makes this possible?
  3. I don't think putting superweapon blocks in the maintenance tunnels is a solution, the tunnels exist to create a more exterior method of attacking a building which is otherwise not exposed. The map was designed to also implement auto-defence ceiling turrets, as we know script loss has caused this feature to disappear. The maintenance tunnel is supposed to contain an auto-turret, and 2 ceiling turrets are designed to operate outside the 2 main doors to the power plant. In time, players will be aware of the superweapon tunnel location. What I would rather implement are wider maintenance tunnels, such that allies can pass each other when walking through them. A “force first person” volume wouldn’t go a miss 😉
  4. Thank you, it is currently uploading and then I will forward the link on.
  5. Ah I am unsure if I disconnected the node for that, if you could check in the Kismet, the node to open the end game doors should simply be disconnected from the time delay.
  6. The upcoming change-log for those interested. - Added interior of Volcano - Fixed missing sounds, models and textures - Added new bird sounds - Reduced amount of sound nodes in the Jungle - Disabled hidden areas - Removed some trees and rocks to increase mobility of tanks in Jungle - Removed ceiling turret mini-map icons - Moved a CCTV camera to inside the volcano - Slightly reworked surrounding islands - Updated mini-map - Added precomputed visibility volumes - Various other optimisations and improvements
  7. Yes, actually all secret areas and functions have been disabled in this latest build, with core C&C Mode to be expected. How is the best way to send the file your way?
  8. Okay that's great, are you okay to add the volumes and build lights into the map again if I send you it?
  9. 😉 Who was it who added the precomputed visibility, I didn't have time to add such volumes to this build?
  10. Hello! Only returned for a few days, tomorrow I hope to send this to someone who can build production lighting as I won't have the time to do that myself
  11. Great editing. That communications centre makes for an excellent meeting point. I do hope to include some tunnels through the volcano if I find the time over summer. The bridges that lead to the guard towers are just asking to also lead to an infantry path.
  12. It's the best system, plus it keeps to the command and conquer RTS gameplay kind of, whereby only engineers usually can enter and capture buildings. With RenX, whoever has repair guns becomes an engineer of sort. Westwood may have incorporated this themselves given more time.
  13. I would suggest the laser control panel method. Lasers at each door which are fatal to the opposing team. In terms of appearance, the lasers become more visible when you're closer to them (from afar you would not notice them). The fact that anybody can carry a repair tool means that anybody can disable/repair the laser via the control panel which sits somewhere within the door frame, so when attacking you can stand outside the structure and disable the defence as with mines when the door is open. The laser control panel would have an evident appearance, with say a green light, and the usual HUD text that pops up when you target things. Once the laser control panel is deactivated, it stays deactivated until somebody repairs it (re-mining). A deactivation/reactivation repair time of about 7 seconds, or however long it would take to place 3 mines traditionally. Spies of course, can walk through no problem, as you expect. Unlike mines. EMPs would disable the panel too. As for mines, restrict them so they cannot be placed within structures, which makes sense. Lower the limit somewhat, outdoor minefields would be interesting.
  14. I put the end game pedestal in Paradise, fully functioning. It is accessible from next to the security office after about 45 minutes, too bad nobody plays it!
  15. 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.
  16. Re-uploaded 4.2.1 Quick-fix - Blocked access to barracks roof - Corrected landscape in various locations - Removed waterfall underwater postprocess due to bugs - Removed accidentally placed mesh behind Nod Refinary - Fixed floating grass - Fixed floating rock - Fixed Nod turret stand - Added knocked over coffee to GDI security office...
  17. Just Updated 4.2 ** Paradise Version 4.2 - 12/06/2017 - Change-log ** *Security Office* - Fixed security office console spam - Building notifications draw distance increased - Fixed Nod ventilation shaft alarm trigger - Added texture for Nod ceiling turrets - Lowered MCT health - Added additional camera (PP entrance) *Volcano and Jungle* - Added more rocks to lava pools - Bubbling lava edited - Added lava emitters - Lava sound is now a sound spline - Dimmed tiberium lighting effects - Fixed cave kill volume bug - Added more emitters to waterfall - Jungle heavily optimised *Bases* - Added more containers to GDI Base - GDI end game pedestal code fixed - Removed collision from trees inside Barracks - Cosmetic changes to GDI beach - Added reflection effect to weapons Factory floor - Added more crates inside of WF - Additional walls in WF now display as damaged when building is destroyed - Changes around Nod Air tower beach - Adjusted positioning of Nod turret to increase its effectiveness - Added blocking volumes to stop pirates bombarding buildings so much - Fixed refinery roof exploits - Added static lights to both bases - Added actual door to end game pedestal rooms - Added lights to end game pedestal doors *Global* - Added grassy side paths to centre infantry route - Added additional entrance to base via volcano path on both sides - Updated minimap - 1 in 5 chance of "Midnight Paradise" - Number of active crates changed to 6 from 5 - Sea sound is now a sound spline - Added tiberium decals - Fog and global lighting slightly changed - Cliffs edited - Spotting volumes adjusted - Fixed some shadow errors - Fixed water materials - Various "stuck spots" fixed - Various texture changes - Package size reduction - Further optimisations
  18. Just Updated 4.2 ** Paradise Version 4.2 - 12/06/2017 - Change-log ** *Security Office* - Fixed security office console spam - Building notifications draw distance increased - Fixed Nod ventilation shaft alarm trigger - Added texture for Nod ceiling turrets - Lowered MCT health - Added additional camera (PP entrance) *Volcano and Jungle* - Added more rocks to lava pools - Bubbling lava edited - Added lava emitters - Lava sound is now a sound spline - Dimmed tiberium lighting effects - Fixed cave kill volume bug - Added more emitters to waterfall - Jungle heavily optimised *Bases* - Added more containers to GDI Base - GDI end game pedestal code fixed - Removed collision from trees inside Barracks - Cosmetic changes to GDI beach - Added reflection effect to weapons Factory floor - Added more crates inside of WF - Additional walls in WF now display as damaged when building is destroyed - Changes around Nod Air tower beach - Adjusted positioning of Nod turret to increase its effectiveness - Added blocking volumes to stop pirates bombarding buildings so much - Fixed refinery roof exploits - Added static lights to both bases - Added actual door to end game pedestal rooms - Added lights to end game pedestal doors *Global* - Added grassy side paths to centre infantry route - Added additional entrance to base via volcano path on both sides - Updated minimap - 1 in 5 chance of "Midnight Paradise" - Number of active crates changed to 6 from 5 - Sea sound is now a sound spline - Added tiberium decals - Fog and global lighting slightly changed - Cliffs edited - Spotting volumes adjusted - Fixed some shadow errors - Fixed water materials - Various "stuck spots" fixed - Various texture changes - Package size reduction - Further optimisations
  19. Last minute addition of a small cave from the jungle, making it easier to sneak and to Nod's base
  20. This is so well done, it's looking brilliant
  21. There will be a 1 in 5 chance of the map spawning as Midnight Paradise
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