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Sammy

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Everything posted by Sammy

  1. Yup they sure love their blondes at Fox. Fair and balanced my ass.
  2. There are other videos of cops being ultra careful with people high on drugs for example that are not threatening anybody. So it is not fair to label all cops the same. Like every other profession there are good ones and bad ones. Knowing all the details is important before rendering a judgement but something would have to be pretty bad to justify beating a woman on the side of the highway.
  3. Those must be murder on her back.
  4. I know it happened before because of map ceilings being too low. Or the heli too high. But this is the first time I knew about this one. I know some may find it hard to believe but I dont know everything. j/k.
  5. Thats funny. But no way can that be real. Otherwise this guy would have never seen just a vaccum cleaner but has never seen an electrical plug.
  6. How do you know its a boob job? They could be real.
  7. There have been a few maps that override how to do win/lose/draw for matches. I dont know how they do it but maybe they were set up by the mapper for specific gametypes. I dont know why. When doing a trace you can normally tell it one specific entity to ignore (not including players, which are handled separately) however that is already being used elsewhere by the package. That kind of thing is the normal purpose of it. It would be best if I could figure out some kind of air traffic control where one automatically waits for a second or two. Another option I had in mind that might work is that if there is already a heli spawned and on the way then it will not spawn another. It will make its first drop, turn around, and the same one would make the second. This wouldnt work if both markers exploded at the same instant. I mean milliseconds. Also not sure how long the turnaround would take or if the turnaround itself would be a problem. Obviously wouldnt work with ac130 drops, which are required when mappers chose not to include heli support for their maps. So I recommend throwing your marker at your feet as much as possible right now. Also to wait 1 second or 2 if you know some already threw a marker. It will hopefully reduce the chances of this. Lots of workarounds to get things to work that the developers had no idea about at the time and it never ends. I must disclose that there might be a bug in how they land. If they are too close the second package, if landing on the first, should cause the older one to blow up and kill whoever is around it. But it would pretty much have to be close enough to touch. The owner of the blown up package gets credit for any kills caused by the explosion. This kind of thing is done because I cannot do actual physics like in mw2 while keeping track of its location. Also to help prevent things like double captures because one is inside of another. I might have turned something off for testing and forgot to turn it back on.
  8. The FX seems to be killing it. Even firing a weapon is causing a flexlm error and wont do the muzzle flashes. But it might have less to do with the number of fx but portaling or something? Or maybe some fx where the max distances are too big? I am not well versed in maps but the mod has handles some very big and complex maps in the past without issues. There are also errors about too many concurent sounds. 30 I think it was.
  9. Looks interesting but not going to fall for the pre-order scam.
  10. The SAM problem is fixed in the update. The model had a tag in the wrong place. Yea I figured that was the problem with the package. Have to see what I can figure out how to deal with that kind of situation.
  11. I ran some quick tests that forced three package drops on the same marker. It can happen if done at the same drop point. They would have be so close that helis could have to pretty much occupy the same space at the same time. Close enough to touch or fly threw each other. Or maybe within 1/2 a second or less. In this case perhaps the second drop trace is hitting the first helicopter. If this is the case then I will have to figure out something like a delay in case both drop points are too close but not sure how to do that. In the meantime, dont throw your own marker where another is already there. Wont help if both throw their markers at the same time at the same spot but it should make this problem less likely. This is one of those things that only show up when lots of people test a mod over a decent period of time so I can fix it. As much as XI members hate the gametype its why I prefer TDM on testing, or at least Domination/CTF, because it keeps the pace up and promotes more activity. edit: I dont recall anyone telling me about this in the older mod. Or wasnt specific enough about it and I figured it was just a map height problem.
  12. Maybe its just me but its really laggy? Between the mod and map there are so many fx that even muzzle flashes wont play. The usual 'too many fx' messages in the console. Unfortunately sometimes between the mod and the map things are just too much.
  13. I can see a potential problem if the straight down trace is hitting a package in mid-air. It might treat it as an obstruction. But for this to happen the second drop where the package appears would have to be right on top of the first one while it was in the air. The size of the collision area for the trace is the box itself. There is no invisible hitbox that is bigger like there is for players.
  14. edit: I only see one error in the log related to care packages, unless the server had been restarted in between when this happened and when I got the logs. Happened when one of them exploded and its possible the owner was no longer in the game. For what you saw its possible there might be there is an unusual map ceiling on that map so I need to know which one it was. Techie stuff below so dont have to read if you arent interested. Just for how dropping works. First when you throw the marker it assumes you did so in a valid area. If you do something silly like throw it inside a building it will drop anyways on the roof. It takes the marker, adds a certain height to it, and sets that as the calculated drop point. It also adds a little bit of randomness. When the package is dropped it makes a trace straight down to see where it will land. So it the trace hits a car it will land on the car. Once the package is told to go from point A to point B nothing will stop it unless I specifically tell it to. So a heli can somehow pop up underneath after it dropped and it will fall straight through. Its like airstrikes that fly through buildings. They know where to start. When to drop. And where to leave. All in a straight line. Nothing in the way will affect it. If on a map you see a heli appear, disappear, and reappear above the map then it is a sign that it is too high and I will need to adjust the care package drop height specifically for that map. Also if you see things like dust being thrown up by the rotors. If this happens tell me the map so I can make the proper adjustments.
  15. I will check it out and see if I can spot the problem. Mismatches often I cant. Unfortunately it can happen with big mods.
  16. Never seen that one before. I assume in this case each package belonged to a different player and possibly on different teams. What is the name of the map? There could be something strange specific to what is in that one and might require some kind of exception to be added. It would also help if I had a vid of it. Otherwise it could be a needle in a haystack because I have seen at times multiple packages dropped at the beginning of rounds. To fix it I need to be able to reproduce it.
  17. The menu item for the key is so you can enter a new one without having to reinstall the game. Wherever it is the key is likely encrypted anyways.
  18. I didnt need to see that this morning. Serves me right for clicking on a thread with that name.
  19. I uploaded the script change yesterday so it should now. Since it will work like reaper missiles it will also destroy objects belonging to the owner if it explodes close to them. Which is normal.
  20. Saw a couple lagging types in the one round I played this afternoon while checking predator. One going from 70 to at times 700. Always when moving out in the open or someone shooting at him. Even so he got shot more than he made kills and left. edit: as for the jitter guy, if I see it again I will write down the name. The original writers' comment on seizures wasnt very funny.
  21. Zoom just affects fov. Like going from 65 to eighty. The only thing I have seen slightly do this is scoping in with a sniper rifle if 'hold breath' time is changed from its default dvar setting.
  22. I was asked whether or not predators will damage sentry guns. Checked it out to be sure and the answer is no. It uses the same method of figuring out what damage to cause as airstrikes do, which is all scripted unlike player weapons. Examples of player weapons are the ac130, reaper and rpg. Player weapons automatically damage valid items in its range. Scripted weapons must manually search for what is in the area and calculate things like LOS and distance. I can have predator use the same method as betties do with a code change. That one is not scripted and pretty much just explodes a virtual sphere at the given location with damage and distance parameters. It will require some live server testing with the weapon to see how it works on both players and equipment. Both friend and foe. If this is acceptable then I will do it. However I would ask for no 'you broke it' comments since it will likely work differently than what players are used to.
  23. I've seen true aimbots in the past on other servers and there is no jitter. Also pretty much instant turning and locking on. Typically they run around with lmgs and the full ammo perk.
  24. The usual microtransaction thing? No thanks.
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