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Everything posted by Sammy
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Yea but those were bugs and just silly. *IF* I were to do something like that it would be a variation on the player controlled reaper but you defrost instead of shoot rockets. I did the UAV defroster instead. EXCEPT.... nobody told me it was disabled!!!!! I forgot I did that. I think it was due to some kind of problem that was causing script errors. Maybe related to shooting at it. I dont remember. I also dont remember if I fixed it but forgot to reenable it. Huh.
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Thanks everyone! Its early but I am having an early glass of cab. No I am not a wine snob. I also enjoy really good beer. Sorry, but no Buds.
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Overnight, some script additions MW2
Sammy replied to Sammy's topic in Call of Duty 4's Call Of Duty 4 Discussion
They do for 10 seconds. That is also a number I am looking at. Any lower than that is probably too little but when it was 30 seconds for your own nade it did seem too long in this mod. For normal TDM 30 is a good number. But getting hit with your own is more likely here since they are used for defrost, often for closeby players as you run by. To add to the above, one of the worst detriments to a game is being predictable. Spawn->shoot->die->repeat. Freezetag is not *that* bad, which is why it is popular. But it has been around for a long time now and without the various unknowns added all you are doing is inserting 'defrost' into that mix. Either before or after 'shoot'. I am not including streak weapons since those are just extra goodies, not gameplay between players. Its not just simple style vs style. Its also about potentially disrupting that style in as many ways as possible and letting the other guy choose which one. Pick a sport. One team is going to come up with an offensive game plan with various options and practice and practice to win. The other team is going to come up with as many ways to disrupt that as possible and not just one way. Many ways. Of course that is why some of them cheat by shooting video of the other team or stealing playbooks. Deflating balls. Screwing with headsets. Or anything else they can get away with. -
Overnight, some script additions MW2
Sammy replied to Sammy's topic in Call of Duty 4's Call Of Duty 4 Discussion
The current range of the anti-defrost EMP part is likely too far. I will be adding a secondary range setting for it in addition to the main one as an option. Things like this should add another fun ingredient into the mix to introduce more unpredictability but not overwhelm it. In this case, previously nobody actually had to actually worry about not being able to defrost. Now they do. A small possibility of players having to say to themselves "oh shit! what do I do now!" The fact that you hate it is a bit of a good thing. It shows that it fucks with your style. Nobody likes being fucked with. But it certainly makes things much more interesting. -
Overnight, some script additions MW2
Sammy replied to Sammy's topic in Call of Duty 4's Call Of Duty 4 Discussion
Ok thank you. Knowing the exact steps always help. -
Overnight, some script additions MW2
Sammy replied to Sammy's topic in Call of Duty 4's Call Of Duty 4 Discussion
It changed to the pad on its own after auto climbing was complete? -
Tends to come up once a month or so. Priority of who gets kicked first: non-clan spectators. Non-clan players. Clan spectators. Clan players. If two players are in the same category then its a matter of total play time on the server. Two spectating non-clan members etc. The player with more total play time stays. Note that being a spectator does not increase your total play time. Only if you are playing.
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Non-clan spectators do get kicked first. Clan spectators do not.
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I forgot about the message. The reason is to prevent some potential issues that could mess things up. One of the issues could potentially get you stuck in a wall or something else when you respawn.
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Once upon the clown castle, Ghostounet grossed to suck Ronald
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Overnight, some script additions MW2
Sammy replied to Sammy's topic in Call of Duty 4's Call Of Duty 4 Discussion
Checked here. Yes you do get cumulative assist scores when the equivalent of one full defrost is completed over however many friendlies it takes. -
Overnight, some script additions MW2
Sammy replied to Sammy's topic in Call of Duty 4's Call Of Duty 4 Discussion
It should. But assists are not counted per player. It is counted by the number of 'health' points you give. Could be one player. Could be five. That way partial defrost assists add up also. But I will check. edit: another subject, yes it takes two shots from smaw to take down a heli (or should). In the stock game with the smaw it only takes one because when you spawn you only get one. Not two. So its a matter of balance. -
Now that is the kind of score that makes me ask... what are you exploiting? Nah. It makes me ask what I may have done, as a customization or something added, that I did not foresee being taken advantage of too much and making things too easy for some. Anybody that can get 41 and 0 ( and 1, count em, just 1 assist) then its too easy for you. Perhaps there should be adapting difficulty levels. Everyone starts out the same at the beginning of a match. But if you get 15 kills something shuts off or is made harder to do. 15 more, something else also shuts off. Not in the name of 'fairness' or leveling a playing field. But to make things more challenging and fun for the player instead of the boring routine by the numbers. When you find a routine that gets you high scores every time, whats the point other than bragging about it? Well, unless is about money.
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That is not strictly true. But they sure made it much harder. Group policy will do it, assuming you have the version that has it. Otherwise you could turn off the service and then turn it back on again when you want to check. There is also a tool they provide that allows you to opt-out of stuff I believe. I assume they figure most home users are too stupid to keep their systems updated regularly so they removed the easy way to change things or turn them off. Thing is... they are right. Unfortunately that means the rest of us that do know what we are doing get to suffer along with them. Which bugs me. Its the 'lowest common denominator' syndrome.
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Overnight, some script additions MW2
Sammy replied to Sammy's topic in Call of Duty 4's Call Of Duty 4 Discussion
Some numbers: The unfreeze trigger zone is, from center, a cylinder that is 60 units radius and 60 units high. The minimum distance required for the F key is 75 units. That is so the top and bottom circles that make up the caps of the cylinder are inside the sphere. Nothing is perfect. -
Overnight, some script additions MW2
Sammy replied to Sammy's topic in Call of Duty 4's Call Of Duty 4 Discussion
Ok I see. As we all know, during the first part of last stand you are invincible. That cannot be changed. However the standard cod4 way not only takes all your weapons away but immediately gives you a pistol. Very unfair when you cant be killed. So in this mod one change was made. It delays giving you the pistol until you completed falling and are vulnerable again. However, double-tap does require you to hold a weapon of some kind. So this is another effect I suppose and a trade off as the lesser of two evils. Either the C4 issue, or give all LS players a pistol when they fall and are invincible. For defrosting, when you mean next to you, do you mean with the F key? If so, there is a minimum distance the player must be from you. The main reason is so the game doesnt get confused if you try to use the F key on the same player you are defrosting while standing next to him. And this is where the problem can come in. Defrost proximity uses cod4 'trigger zones' which monitor when players are inside of it. They are used for things like bomb zones in S&D, playing a radio, or minefields. The shape is a cylinder of varying width and height. On the other hand, using simple distance is a sphere. That sphere has to be large enough so that no part of it touches the cylinder. So there will be places, where the sphere 'bulges', that are dead zones so to speak. I will check the values to be sure they are as close as reasonably possible. I could rewrite it all to use something other than trigger zones, so a sphere inside a sphere, but I dont know if I want to when things already work well but this is a small side effect. After PM'ing Rugger, streak spawn protection is six seconds. -
Once upon the clown castle, Ghoustonet grossed
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Overnight, some script additions MW2
Sammy replied to Sammy's topic in Call of Duty 4's Call Of Duty 4 Discussion
Of course I could make a little addition to stun grenades. Get hit with one and your jump height is cut in half for 30 seconds. Buwhahaha. edit: Yes I can get extremely annoyed if something really pisses me off. But in the end its always what is best for game balance. In this particular case, yea bunnies are difficult to hit and when I dont I get mad. But for players better than I... meaning a LOT of them... bunnies are much easier to get. -
Overnight, some script additions MW2
Sammy replied to Sammy's topic in Call of Duty 4's Call Of Duty 4 Discussion
C4? Is this a pack you threw before going into last stand? I dont think I ever tried that. Do you have a detonator? Does throwing a nade back from LS actually work? Another one of those things I dont think I tried. Kind of hard to without other players to do it. By the way, if your team has any combat medics around and they dont bother to heal you - give them a big piece of your mind. I would think a few players would now use it because of the longer spawn protection time. Oh and dont call me a jerk. You big jerk. edit: Yes I have grown to like last stand, as a developer, because the more things around that can potentially fuck with a players style the better. If all the good players dont get mad occasionally because they arent Godlike then there is something wrong. -
Overnight, some script additions MW2
Sammy replied to Sammy's topic in Call of Duty 4's Call Of Duty 4 Discussion
Ok this is what I came up with and basic initial tests here seem to work without issue. Will try it later for a bit and see how it goes. Maybe few will bother with it considering how some people here are total slaves to their explosives masters. As for why, I looked and looked to see what kind of counter-measures option existed for stealth. I really didnt see one. So that isnt good. Every ability needs an 'OH SHIT!' component the enemy can choose to use on you. But if nobody does, then it wont matter. Their choice to go with another option and throw in some game variety or to stick with the same-ol routine daily shit. It would mean that player wont be running around with blind grenade spam or rockets to kill you with. Nor 3X EMP. The counter measures mine can see stealth players. Consider it as having better senors in place of explosives. If an enemy runs into one his/her stealth equipment is disabled for a short time like everything else. The enemy will be visible as normal. Since this is a non-lethal inventory item, and you only get one, any kill made later by someone else will give you an assist bonus (not sure how much yet). This is so you get some kill benefit from it. Unless people get some kind of kill points they tend to not bother. -
Overnight, some script additions MW2
Sammy replied to Sammy's topic in Call of Duty 4's Call Of Duty 4 Discussion
I wonder sometimes. edit: Had a different idea... wont work right... scratch that. Ugh. -
Overnight, some script additions MW2
Sammy replied to Sammy's topic in Call of Duty 4's Call Of Duty 4 Discussion
Ok so I am told half of all players consistently run around with stealth. So mines are pretty much useless. So... going to try a small teamwork oriented addition that will nudge things in a different direction if they choose it. Nobody is forced to do anything. Currently the default Counter Measures range is pretty small. Smaller than I remembered. That will be increased a little. Stealth also currently ignores it. That also will be changed because the whole point of counter measures is to look for and defeat such things. Since hardwired and stealth on the same tier, when a stealth player triggers it there is no hardwired protection. In big games, if a team works together, it would be useful for a couple players to lay a couple cm mines beyond the spawn area. Or maybe choke points. That will disable enemy stealth. Other players can plant mines closer to spawn where spawn rushers with disabled stealth can now be seen and killed. Means a couple players will have to spawn without explosives to lay the cm. However that makes the mines more useful for area denial. Thoughts? Variations? -
Windows Update, when starting fresh, is a real pain in the ass for windows 7. Takes forever for it get itself setup to do it. I assume its rebuilding something and that takes a long time. All you can do is just leave it running and it will eventually get there. You will notice that the process is taking up a good chunk of CPU time for whatever it is doing. If you check around you will see people came up with all kinds of schemes to try and get around it. Some say things work, others say they dont. But for those that did, could also be coincidence. Beyond that, the middle of the week is the worst time for big updates because of the traffic.