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Sammy

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Everything posted by Sammy

  1. Yes if anyone remembers what the errors actually were let me know so I can test the map and see what it is. Cant do anything to the map but it might have a circumstance that doesnt really happen in most maps or does something most maps dont.
  2. For websites, its javascript. But I dont think that actually needs java itself installed.
  3. Never heard of that one before.
  4. "Hackers you go to hell! You go to hell and die!" To paraphrase Mrs Garrison...
  5. Players should always adjust to their environments and also be given many options to decide on what will best do that. For Eavesdrop the range is 400 units. The mod doesnt mess with it.
  6. The purple smoke doesnt cause lag. As far as the game is concerned it is a smoke grenade with the color values tweaked. The extra part for whether or not you are in range is the same thing used for whether or not you are close enough to capture a flag in domination. There was an old problem long ago of what would happen if two of them were overlapping. The tacmask protects against gas, flashbangs and explosive shock damage. But to make it more useful if anyone has something similar it could protect against that isnt already handled by another perk let me know. CounterUAV and EMP are already handled by hardwired.
  7. Bizarre thing about the nades. Never really noticed that and will have to look. But nade throwing animations never were very good. 1: RC-XD health can be set by the server. Going to do damage differently for the next update. 2: All nades are standard. Chinalake is simply a GL attachment put into another weapon. Exactly the same nade. 3: Most people never really saw the need for "frozen" counts since the scoreboard had it all and getting rid of them saved on a few hud assets that were better used for other things. For the last player, it usually says things like "soldier, get it done" or "You're our last chance". Unless that was shut off somehow by the server? I know the RC wasnt affected by the gas before. It was supposed to be but had a bug.
  8. All games with the car and the gas work that way. Technically, they say the car itself is 'stunned'. So in this case maybe its just a matter of which shock effect I apply to the player. But there is a simple solution. Dont drive though the gas. Keep in mind that it means you can use the gas against their cars as well. So it works both ways.
  9. Gas has always done shock effects to friendlies. However it only damages the health of enemies and yourself it its your own gas. So to speak.
  10. Yes the RC is affected by the novagas as it is in the stock games. The ac130 doing with the black sides usually means the map is smaller than the usual standard radius it orbits. So the ac130 is outside of the map and player weapons do not work. If you know the name of the map let me know so I can check it out. For the UAV, if you remember the map plz post it. There is probably something unusual about the center of the map when its trying to find how high the skymap is. Just a tidbit, games after cod4... maybe 5 also... the IW/Treyarch mappers put in new nodes into the maps. Similar to the ones used by heli paths. But these are 'height' nodes used by the various airstrikes and care package drops so they know how high the map actually is. For cod4 mods we have to do the best we can to figure it out. Difficult considering the 100's of custom maps.
  11. edit: got mixed up by the posts... Ok, if I get your meaning. You have a car, I shoot your car, when it explodes it should kill players on your team only since I blew it up. And I should get the credit for any kills. Like claymores either by shooting them or if I stole one of yours by hacking it. Does it not happen like this?
  12. Then it wasnt a friendly car. You can neither shoot it, nor will it kill friendlies when it explodes.
  13. No. There should be no FF for the car. I will check it out to be sure.
  14. Well if I did that then I would also decrease the points from an ACR kill since it is an over powered and a noobish weapon. Maybe the P90 also. Nah not really.The mod is already set up to have custom scores for the various types of kills. Regular kills vs headshots or melee and things like that. So gotta go talk to the admins.
  15. If you are the only one that got kicked then its possible the mod on your end is corrupted. But if everyone is then that is something else. The newer mod is much more stable in this regard.
  16. It had something like that long ago as an experimental option. Bonuses for 5 melee or 5 head shots in a row. Being the first to pick up the bomb and plant it. Defusing the bomb then taking it and planting it on the enemy site without dying. Stuff like that. The code for it is straightforward enough but there were problems with overloading text assets so instead we went with multikills as a more generic option. Also had the 5-kill 'killingspree' awards to go along with multikills. But same thing with asset limits being hit.
  17. I tested the RC with the same method the predator uses. Seems to work better so I will go with that, but certainly not as powerful. Shouldnt be any difference between when you push the button or not. Both go to the same 'explode' functions with the RC owner as the killer. The ac130 timer doesnt start until you are actually on station and can fire the weapons. But the 'fly in' can be removed by Rugger if everyone wishes. The timer itself defaults to 30 seconds but it can go as high as 50 minutes... which might be just a tad too long. That is going to change in the final build but it was there for debugging. For boobytrapped weapons I assume you mean dropped weapons. It has only 1 round of ammo in the gun and when it explodes it does some minor damage. Not enough to kill unless your health is already low. The majority of weapons are one shot one kill if you are close enough and hit the enemy in a vital area. Nothing wrong with the weapons. That's just the way it is in hardcore. artinney? artillery? Its at a good streak number. Artillery is pretty easy to avoid since its slow and you can easily see it coming and have a decent idea where its going to land. SAM's will target the artillery launcher if the team has one.
  18. Did some RC tests today. The damage falloff seems to be more of a curve with some pretty low damage at the farthest edges. The range is still there but the damage not really linear like its supposed to be. The damage functions used are the same as the cluster bomblets. Maybe those act the same as well but its hard to tell since there are so many of them? Going to try a couple other methods and see which works best. I have several other fixes I am working on as well to take care of some problems so I dont know when it will be ready.
  19. Forgot to add about the RC since it was mentioned last night, The specs are a blast radius of 256 game units by default (same as the Betty). Damage at the farthest point is 50. Max, if you are standing on top of it, is 200. The actual center of the blast for damage purposes (not the fx) is 16 units higher than where the wheels are to give it a little bit of height. Obstructions can easily block this and its not perfect. One of the reasons the Betty has more of an effect is the popup.
  20. Yes both sentries are quite cool if I do say so myself. One reason for their power is because they cannot be moved, unlike mw2 or others. Sentries are meant to operate alone but people often tend to place it, camp behind it, then pick it up and move when nobody else is there to shoot at. So thats the trade off. They are very effective but you must place them carefully.
  21. The standard scorestreak scores are the same as however many points you would get from TDM kills, +5 more points. So for the RC-XD it is 35 points. (3 kills of +10 each and another +5). The airstrike is 55 points and so on. NY server has a full defrost of +100. Which certainly wouldnt work with this and would have to be adjusted accordingly. But whatever loss there is in points is more than made up for in getting streaks from defrosting. In case anyone asks, defrosting with the RC does not count to score streaks. So far the new mod has only had a few bugs. Found the cause of most of them but still working to figure one out. Also, some people have been kicked or the program crashed I think because they were new players and first-time joining writes alot of stat data. I am pretty sure the next time around it wont happen to them but I am not certain. Trying to make that more efficient.
  22. Oh. Duh. Thought he meant ranking XP and such. :fool:
  23. Player stats are kept on the client machines. Only way to reset it is for each one to manually remove it. Or the server to put the mod itself into a new folder with a different name.
  24. You're welcome. --- As for no complaints? Wanna bet? :smoke: Everybody's opinions matter. But as always they are subjective and based on perception.
  25. Ok it shouldnt have since it wouldnt make sense. Why would a personal emp protector work with a car that was half way across the map? Perks dont transfer such as how sonic boom doesnt transfer to the RC explosive charge. But... for the future if the idea is to introduce a super-RC of sorts, with more explosives, emp/jammer protection, better armor and others but at a killstreak requirement of 6 or something could be doable. I dont plan to add any more features but I am currently rewriting a bunch of stuff as fast as I can to take care of some asset limit problems. another topic: a couple of the errors from the logs Rugger sent me deal with the Overwatch and Pavelow. At any time did either of them get stuck and just hover for the rest of the game and not leave? If so, which map?
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