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Sammy

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Everything posted by Sammy

  1. Yea thats a problem in the older mod.
  2. Will likely buy the WW-Z standalone game. But depends on the server since I wouldnt want to play on one where every player behaves as it is FFA and will not form groups. I generally dont like FFA games. All you need are idiots who join and like to turn traitor after awhile and kill everyone in their group for their stuff.
  3. The godmode hack was addressed by IW awhile ago and should no longer be possible in fully patched servers and clients.
  4. Yea I can add that to the new one being tested so you wont get a nuke with a reroll.
  5. You are going to have claymores all over the place. Likely everyone will have tubes. Also alot of campers and spawn killers. Worse than Opfor in Bog. Might be a good idea to have a big courtyard in the middle but the outer sides be the maze. Maybe even a good sniper tower in the middle or the four corners. Another possibility are tunnels with entrances at the starting spawn points and exits at various parts in the maze. Surround the maze with a long pathway that goes around the entire map with 2-4 entrances into the maze on each side.
  6. Any examples of a good crosshair? From which game?
  7. Spaces arent required and reserved for multiple clan tags in the server configs. Each is used in the usual substring checks against player names.
  8. Hi all, This isnt on any XI servers but here is the newest build of the OW2 mod if anybody wants to download and try at home. Download the main package which has the modff and 4 iwds. Also another link to a newer modff that fixes a couple code issues. Read the pdf for whats in the mod. http://openwarfaremod.com/owforum/viewtopic.php?f=91&t=10790 Edit: forgot to add, in the thread it also mentions about the sniper rifle reticle. Mistakenly included the one from the XI sniper mod and it should be the stock one.
  9. I assume you mean sniper... working on it. It will be based on the standard OW mod to keep the size down but lots of class based stuff still to do. No streaks or any of that stuff.
  10. As always the trailers are just full of cut scenes and such. Little or no actual game play to show whether or not it is any good. I wonder if you get to choose the aliens side.
  11. That certainly was a bump. Nope it was MW2 and turning the game into nothing more than a run and gun mess with way too many streaks that you could get in a single life. Oh and also because matchmaking was the only option.
  12. ooops, skip all that about bo and bo2. I think I had something else in mind. There is so much of it that it is easy to get mixed up. Looked again to be sure and the checks were so the RC didnt fall through a crack in the ground not what is above the player. Duh!!!! Anyways in those games since you are in a way actually mounting a vehicle your player stance cannot be changed while inside of it. So when finished its the same as when you started. Cant mount a vehicle in cod4 multiplayer unfortunately and the workarounds do not allow the locking of player stances. That is also sp only.
  13. Ok, make sure you can stand when doing the RC otherwise you may get stuck. The mod should check for that but to make sure I will go through the code again. Black Ops, and I assume BO2, do the same checks as the mod but more elaborate. One is to account for vehicles somehow and also maybe different surface types. If you do not have enough room to stand then you are told you cannot place the RC there. I guess the developers in that case figured it was better to do something like that instead of getting into the game engine and how blocking volumes are handled. Allowing instances to ignore them would open up hacking. You shouldnt have lost the heli but instead automatically cancelled. Will check that to. Ugh just when its about done.
  14. Ok will check those out. For now, when you activate the RC make sure you can stand up. Do you know which map and where you were? That is one of those problems that the game was not really meant to handle so there are some obvious limitations. It should check for that anyways and tell you if you need more space underneath before it will activate it. For the heli, were you going through the laptop animation at the time? Was it fully open? You were frozen before sudden death then got removed and sent to spectator? Then got the msg?
  15. DayZ looks like it could be cool but dunno if I would enjoy it without a group I know to buddy up with. Too many other players ready to kill you for your stuff. Will probably buy it when the standalone version is out tho.
  16. Hmmm.... didnt do a reminder for me on spawn but did when the streak requirement was met. That sucks. edit: Duh........................................................... Whether or not to print the message was checking for streak 1 and 2, but not 3. Thanks for the heads up. Will also move it to the bold print line at the top when you spawn so people cant miss it.
  17. burgundy or burgundy bulls? The reminder should still be there when you spawn.
  18. Thus far no map specific settings are needed to work. But still checking a couple things so it will look better. Since you cant have the turret until in the play area you ride in the middle of the heli for a bit and can look around. The one problem with that is... like the turret... if you are outside of the map the heli model isnt drawn nor is there any rotor sound. Soon as you are in the map bounds the heli is there. Not really much that can be done about that with small skyboxes except for having the minigunner magically pop up at the edge instead of flying in. The regular heli attack is similar. On some very small maps as soon as you call it in, boom its there. Those maps do not allow for heli entry nodes to be placed at a decent distance from the play area. IW/Trey had a simple solution for this. Also for the killcam since it suffers from the same issue. Bigger skyboxes. Would have been cool if years ago there was a community made list of standards for map/mod design but too late now.
  19. I found the cause of that error... finally... and is fixed in the build I am working on. At least so far. What happens is in the minigunner the player is sometimes given a turret while outside of the map. The game doesnt like that. So it now waits until the player is in the play area before giving the turret. The error generally happens on a small percentage of maps with unusually small skyboxes.
  20. The only thing +activate should interfere with is securing the package. But that would do it with all of them. To drop any of the turrets use the drop object key. Bind it in multiplayer options.
  21. Why cant you use a sentrygun?
  22. Assuming you are using the standard Open Warfare mod then in the freezetag cfg file there is a setting for the unfreeze beam. Dunno about other mods.
  23. Yup part of the game. If a friendly behaves like a douche and takes packages without even asking that is another problem. Going to look into adding some bonus points to the owner if a friendly does take it. Like a team helper bonus or something like that. Say 25 points in the normal 10 point per death matches. edit: ok ran some tests. How about this? When a friendly takes your care package you will get a 'sharing' bonus. Yes technically its not sharing. The score starts with a base of +10 points and multiplied by whatever the kill requirement would have been. So a taken UAV would give you +30 points. A B2 would be +80 and so on. And you already get the +10 for calling in the package. Could also be zero, if the server doesnt want to give bonuses. So in the end its conceivable whoever took it will get no kills and no points. You wont get kills either of course but you are guaranteed points. Body armor and resupply are only +10 since they have no kill requirements. Good enough?
  24. No it wasnt ignored. Pretty sure I said a couple times it's the same as in COD5. But no 3X perk option. However to address some concerns made sure the smoke cloud is 22 seconds (as it is in all games with gas) from the moment the nade explodes to when the cloud is totally gone. Also that the poison area itself and duration of the effects matches the way it is in COD5.
  25. As always requires workarounds and I wish I could make the tacmap prettier with it but a B2 strike with yaw direction. Because the locator isnt designed to handle two locations, one for target and the other to figure out the yaw, the player presses the button then has to drag+hold for two seconds for where it comes from. Thus far havent been able to see a way for the game to wait for a mouseup while inside of the menu. Something like a directional grenade throwback icon would be great but the game wont allow mods to do that with custom icons. But still... pretty cool.
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