Jump to content
Come try out the Arcade, Link at the top of the website ×

Sammy

***- Inactive Clan Members
  • Posts

    9419
  • Joined

  • Last visited

  • Days Won

    21
  • Donations

    0.00 USD 
  • Points

    6,248,850 [ Donate ]

Everything posted by Sammy

  1. 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.
  2. 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?
  3. Then it wasnt a friendly car. You can neither shoot it, nor will it kill friendlies when it explodes.
  4. No. There should be no FF for the car. I will check it out to be sure.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. Oh. Duh. Thought he meant ranking XP and such. :fool:
  14. 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.
  15. You're welcome. --- As for no complaints? Wanna bet? :smoke: Everybody's opinions matter. But as always they are subjective and based on perception.
  16. 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?
  17. Its not supposed to protect the car. afaik it didnt in the older mod either, unless I missed something. The perk is supposed to protect the player.
  18. Why not use the scarh or steyr? Both are pretty powerful weapons.
  19. You know the neverending story? Well there are also the neverending bugs. Or sometimes not really bugs but expecting more than what the game can handle. This morning I wake up to the errors that it was pushing the number of hud graphics at any one time. So time to look for making some savings or deleting unneeded stuff at the appropriate time. Those red target markers and other things can really add up. Yes Hardwired will prevent the RC player from pushing the explode button. But he can still drive away or follow you around until the timer runs out. There are a couple different settings for this and I dont know which one Rugger chose.
  20. "Better" is a point of view and there is no way to please everybody.
  21. Check your classes. Tested it without any friendly fire settings and it works ok here. Unless when this happened you were in an RC or something?
  22. Well technically speaking the mod is not faster for the normal settings. But one of the options in it allows for greater speeds if the server so chooses. For testing I sometimes set it to double sprint speed because I hate having to wait to run from spawn to go shoot at enemies. Bwahahaha.
  23. Do you know which map?
  24. Running faster? The only thing that should do that is the juiced death streak for about 20 seconds. Otherwise it should be normal and based on your current class, as usual. edit: Just a heads up that there might be a bug with the sentrygun if you place it after using a streak like the reaper. What is happening is that instead of it being placed at your feet its being placed at the spot where you activated the streak. It is actually at the location of an invisible player clone that stays there while you fly around, which was added because of what happens when activating the RC in an elevator and things like that. So will be working on that today. The reason for the new bug is due to a 'fix' related to people trying to place the sentrygun while in the ac130. Still, the sentrygun shouldnt have done that.
  25. Programmers notepad is also a good one.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.