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Everything posted by DoctorAnubis
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Thank you for keeping me informed Luhrian There is one final major update arriving in the coming days. A full change-list will be provided soon. From a few test runs it became apparent that combat in the jungle was more exciting than that of the rope bridge centre area. Thus, the main addition is the inclusion of two exciting new slopes, which add a whole new manual of game play opportunities. The map has been pretty'd up, in various locations and should be a lot more pleasing to the eye now. Optimisation wise, again, a massive overhaul, particularly the jungle areas.
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Thank you, GDI pedestal is broken. This will be fixed in 4.2 Thank you. Map should be considerably more optimised now, 4.2 will be even more. Those rocks were due to not having use precomputed shadows ticked, not sure how to fix the characters however. The turret will be removed. Various stuck spots fixed for 4.2 thank you
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Could you post some more 4k shots, it looks really impressive
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This looks amazing, could potentially be used in a game mode where GDI has to infiltrate and destroy the temple to win by completing objectives.
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I think keeping Havoc voice is a good idea, I assume you will be asked to purchase a certain character at some point in the tutorial however. I don't mind doing a voice-over, very British though, probably wouldn't suit the engineer.
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Sorry, massive issue, I forgot to reconnect some Kismet. Please re-download "Version 4.1"
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It's here: ** Paradise Version 4.0 - 11/04/2017 - Changelog ** *Security Office* - Disabled security office controllable camera system due to bugs - Added more static cameras - Added button to change additional cameras - Added ceiling turret status display - Adjusted Auto-turret respawn times (3-minutes) - Collision on MCT fixed - Added coffee, doughnuts and bitches *Volcano and Jungle* - Slightly adjusted temple ruins to make them climbable without the aid of vehicles - Grass and tree render distance adjusted - Added a lot of jungle rocks - Added lava rocks to side of bridges - Small adjustments to volcano *Bases* - Fixed AGT Lag (This was caused by setting range multiplyer really high) - Added rocks to back of Infantry Barracks - Extended rear of Weapons Factory - Changed HON floor texture - Added lights to HON and Obelisk - Opened side path around Nod base cliff - Added side path to GDI base cliffs - Fixed GDI club lights - Very slightly increased base entrance size, to help bot’s navigation - Added purchasable shots of rum at McFarland’s Tiki Bar - GDI Nightclub becomes "Club Bendoza" - End game pedestal is now functioning (accessible after 60 minutes) *Global* - Fixed communications centre additional purchase terminals - Added Mini-map! - Added Load-screen - Added Pirates! - Slight adjustments to cliffs - Removed collision on every out-of-bounds object (assuming this will increase performance) - Various other optimisations
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It does yeah, one shot gets you very very drunk.
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Just got to build production lighting, here are some screenshots. 1, Functioning End Game Pedestal 2. Pirates 3. Upgraded Security Office 4. Rum 5. Improved jungle 6. Coming soon
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Great idea. That will be implemented in a future release
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Disable/Hide/Destroy/Move Purchase terminals
DoctorAnubis replied to DoctorAnubis's topic in General
Yes -
@Luhrian, @Madkill40 - which raises the question: What is more exiting, pirates that sail past firing cannons at everything that moves or a wooden floor?
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Disable/Hide/Destroy/Move Purchase terminals
DoctorAnubis replied to DoctorAnubis's topic in General
@j0g32 I fixed it! It turns out Kismet reverses fine on servers, but for some reason Purchase Terminals do not like matinees. I discovered 'attachments', oh they are wonderful. So I set up a Mover (just an invisible box) where the PT needed to go, then simply attached the PTs to the Mover. -
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Disable/Hide/Destroy/Move Purchase terminals
DoctorAnubis replied to DoctorAnubis's topic in General
There is "bAccessable", which works fine until testing on a server, where it does nothing. The goal is, capturing the communications centre grants 2 additional purchase terminals in the tunnels. Edit If I could get Matinee to reverse on a server then it would be fine. Everything works when testing in the UDK. -
Disable/Hide/Destroy/Move Purchase terminals
DoctorAnubis replied to DoctorAnubis's topic in General
I did look into that some time ago, but I believe it's a different type of PT, which kismet can manipulate no problem. the issue with it is that it does not function as a normal purchase terminal. I need to manipulate a terminal which functions as if it were in a team's building. -
I am having an issue. In my map I have placed a purchase terminal (Rx_BuildingAttachment_PT_GDI). I need it to be accessible only at certain times. However, after 3 hours of trying everything I could think of I still cannot get this to work when testing on a server. You can modify the property of this actor, (such as TeamNum) only in the first 2 seconds of the game, after 2 seconds have passed no properties appear to be modifiable. A solution using Matinee to move the PT looked promising, but I couldn't get the matinee to reverse on a server. Any ideas on a solution?
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This looks and sounds really good so far
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So, unfortunately, I had a hard drive failure. As you can imagine I am now the most annoyed man in Britain. Fortunately, Paradise is saved on my SSD, so it should be fine once I install Renegade again. What I have lost is 5 years worth of other projects on a 1tb drive which I foolishly didn't have backed up.
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Thanks, should be able to finish it when I get home tonight. I estimate that I can get it uploaded by 3:00am GMT -Update: Due to being highly intoxicated on le rum, I was unable to work on the map.
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Hey Kenz, the modify property works a charm. But you're right, the building destroyed state doesn't update. I spawned a bot to finish the job This is now working. I noticed in Rx.Game.uc there is "function CheckBuildingsDestroyed(Actor destroyedBuilding)" but I haven't a clue how scripts work or how to call it so the bot trick has done the job
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I can't figure out how to do that, I tried spawning in a deployed beacon but as everything automatically spawns as gdi it fails
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Has anybody found a way to destroy GDI buildings via kismet? I've tried numerous methods yet GDI seems invulnerable to kismet, unlike Nod. Can't seem to suss it out, wasted a good 3 hours with no luck Failing that, would it be possible to trigger a script which destroys an entire teams base?
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Here's a sneak peak at some upcoming layout changes. (These are also noticeable on the map I uploaded earlier) Many had noticed an inaccessible side path around Nod base. On the grounds of "everything happens for a reason" I decided to open that path up. Which led to an equivalent being created at GDI base. A view from inside that cave Also added is an extended Weapons Factory rear. Now the Weapons Factory can be infiltrated slightly more interestingly, via the dock area.