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Posted

Tests seem to work ok. Just required a few changes. The uav owner will see the usual +1/2/3 etc like normal defrosts. To make it consistent and avoid some minor math issues it will fire five blasts not four. Each one is 1/5 of a defrost and 1 point is given for a total of 5 for a full defrost, assuming no helpers. In case nobody knows, to get an assist requires one full defrost that can be spread across multiple players. So two 1/2 defrosts among two players counts as one assist.



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Posted

isn't 5 points for a defrost, compared to 120 very very low?

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Posted

Rephrase, 5 by default. Or more if the server set it higher. I dont know what it is offhand.



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Posted

Do I remember correctly that you had something to counter random spawns in maps? mp_xi_jordan has random spawns.

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Posted

It is possible, after the map loads, to move spawns to different locations. It requires using a visual guide to manually change the locations of things then export the data to a file. Then after the map is loaded the data is read back and things are moved. But it does not actually modify the map.



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Posted

Not a fan of the new mod in all honesty, much prefer the old one but i just need to get used to the new one I guess



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Posted

Here is another bug for you:

 

I, like many other use the /+active so you don't have to hold F to defrost. Since this mod re-adds the MG turrets, which you start using by pressing F, a bug has popped up. If I am using an MG and get shot down

 

> I respawn after dying

> I get moved back to this position

> keys are checked > I'm holding F > I'm put on the MG

> I'm put in my frozen bubble

> I can kill people with the MG!

> after that, when I'm defrosted and because I'm on the MG my position isn't changed during the respawn.

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Posted

Just a note.

 

Disabling MG turrets for the freezetag gametype entirely. I dont yet see a way to fix the various issues in relation to the 'use' button other than totally freezing player controls. But that would also prevent the player from looking around. Which strictly speaking is what frozen should mean but I suspect people wouldnt like that.



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Posted

One thing i do hate is picking up some poor bastards weapon when i try to defrost 2 at once; one next to me and one in the distance



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Posted

Noticed I now get hit registrations on the UAV defrosters, but I can shoot both friendly and enemy ones, and after it tells me the defroster was destroyed, it keeps going and still defrosts for the remainder of it's 30 second timer.



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Posted (edited)

Ugh. It's always something. I probably forgot to turn off a testing option. :rolleyes:

 

edit: Yup. Should be ok now.

Edited by Sammy


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Posted

MG turrets have a nasty bug.You can still Mount and shoot them while your frozen near one.If you get thawed while on one you Stay on it instead of respawning.

 

 

Mini nuke does horribly low dmg and horribly small blast radius.Radiation affect does not seem to be spreading more than a couple feet from the blast.



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Posted

The turrets should all be off because there isnt a reliable way to deal with that problem. They arent?

Mininuke settings are as they were in beta 5.



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Posted

Sammy, just to let you know when you destroy an enemy UAV Defroster is still remains up for the remaining time defrosting people.



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Posted (edited)

How do you know it was destroyed? Just getting a message that it was?

 

edit: Ok I see. Thx.

Edited by Sammy


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Posted

Give it a try next time and let me know how it goes.



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Posted

Happened to me few times that the head-shot mark appeared but the enemy didn't die.



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Posted

Happened to me few times that the head-shot mark appeared but the enemy didn't die.

That's just there to show to u that you got a head shot. But if they have armour on then a headset doesn't kill them. Silly I know, but that's how the mod is set



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Posted

I will see if I can get it to show a different icon in those cases.



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Posted

Ok lets go through how this works and the order for the circumstances where you will see the bullseye. Victim must have at least 1 point of armor or it is all ignored. Note that if it was explosive damage, and victim had the flak jacket, it was checked earlier and there are no armor checks. I think I have all of this right. Sometimes tough converting code logic to readable english.

 

Damage. Hit location modifiers already applied.

1: Does the attacker have AP? Also, was it primary weapon or a headshot? If requirements not met skip this option.

     Ignore armor (do not reduce) and do full damage. Except Duke. Duke receives 1/5 damage.

2: Was this primary damage or a headshot (AP perk checked for above)?

     a: If there is more armor available than damage, just subtract from armor. Minimal damage so there is at least a little bit for shock effects.

     b: More damage than armor. Subtract from armor and reduce damage. Remaining damage may or may not be enough to kill.

3: Default fallback. Damage type does not interact with armor.

     Return full damage.

 

 

Show damage feedback. Actual damage not used here. Just hit location, type of damage, and armor/flakjacket checks.

1: Did the victim have armor (yes/no set earlier before armor modifiers applied). Doesnt matter if AP ignored it. If no, skip and go to option 2.

    a: Did the attacker have AP?

       1: Yes: If it was a headshot show the bullseye. Otherwise show the "+" sign.

       2: No: Show the "+" sign.

    b: The attacker did not have AP. Show the "+" sign in all cases. Including headshots since damage partially reduced by armor.

 

2: Did the damage hit the flak jacket (yes/no set earlier) for explosive damage? If no, skip and go to option 3.

    a: Show flak jacket icon in all cases.

 

3: All other non-melee damage. Bullets, Venom etc. No armor (checked for in option 1). Melee attacks go to last option.

     a: If a headshot show the bullseye.

     b: lots of other checks for different icons.

 

4: default. All categories above have been ignored. Show "+" sign.

 

So the question is, under what circumstances will you see the headshot icon. Actual damage is calculated earlier and not used here.

  1: Victim has body armor but attacker has AP.  If a headshot show the bullseye.

  2: Victim does not have body armor and it was a headshot.


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