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Everything posted by Sammy
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Keep Getting The Pistol...arggghhhh
Sammy replied to billyblade's topic in Call of Duty 4's Call Of Duty 4 Discussion
You are sure its the beta server? I think G13 servers have an 'annoy' feature built in but OW does not. If not I could always add one tho based on popular demand. -
Jamming will be disabled by default but servers can turn it on. But imho considering how many RC's are used in the game one or the other should be enabled. So far in testing the RC can be shot just fine. Standard health is 100 and 4 pistol rounds will kill it. Unless the player has stopping power and it will take 3. Nades are obviously much more. Server options can choose a range from 50 - 200.
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opinions.......... Changing around how the RC jammer works so players are just not frozen, if enabled. The first 'deflector' option had problem under a couple of specific circumstances when testing yesterday. After respawn the turning would not stop unless the player quit the game. I think I fixed that but more testing is required to be sure. The second option is If in range RC speed is cut to 1/2 normal player speed and the fire button is cut off. So if the jamming player sits there you can back up and go elsewhere. But if when the RC backs up he follows it will still be jammed. Then again, he would take the risk that the timer will run out and boom. Of the two, which is preferable?
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If you want to cancel spawn protection early to enable your weapons the button press will enable the weapons but not fire them. The second press will. Also, reenabling weapons is not instant. Just how the game works based on the particular animations of that weapon. If you mean something like being invisible and having weapons... nope.
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True. Its all about choices. But in this case it also means teamwork. If the team wont work together and say 'dont throw in that area' before the round begins then that is another problem. Otho if 4 players throw them in various paths, and everyone has the mask, they can rush through it without issue. Then when you are protected inside and hidden blanket their side of the map with 3x flashbangs and emp since the mask protects you from those also. Oh and get stopping power for when you rush in after they are blinded. Then its good night Gracie. Just my opinionated self.
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The timer for the fx was made to match tabun in cod5 + BO, which is set at 22 seconds. The poison area itself in both games lasts 16. So a bit longer but servers can reduce the poison area itself to 10 seconds. Or up to 60 if they want to be punitive even tho the smoke is no longer there... just to be silly. You wont be stuck if you get the tacmask.
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Purple FX last for 20 seconds starting from the time it explodes. Gas effects timer set by the server but is also 20 seconds by default. That includes the 7 seconds it takes to expand from the moment it explodes to when it fills the area. To match the smoke volume. Longer than the standard smoke but I always thought those were too short anyways considering you could only have one of them.
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In The Not So Near Future
Sammy replied to Boomer's topic in Call of Duty 4's Call Of Duty 4 Discussion
Put a little wire mesh on the top in the middle and its two men enter, one man leaves. -
When you activated, where you under some kind of structure and crouched or prone? If so, when returned you can get stuck in walls and such. Added some extra checks so that if this situation could happen you are told to move to a place you can stand up. You dont have to stand to do it. But you need to be able to. Not exactly a great solution but the only one I could find that reliably worked.
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That is normal. EMP wont destroy the car right away. When hit the car for all intensive purposes is dead but starts a 20 second timer on the explosives. After that it explodes killing enemies around it. You still get credit for the kill. The jammer (which is now a 'deflector') message will be an icon on the screen. Pulses once each time you hit it. That should take care of the problem. Actually thought about, in addition to the timer, allowing an enemy to 'repair' and steal it. Also a red target icon to the original owner. The idea was that more people would try to emp it instead of shoot it in the hopes of stealing it. But didnt know how complicated it would get or if many people would do it.
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Hell no. Dont stop playing the OW2 mod. It would make me very happy.
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Thx. With a really big mod like this there are always sneaky bugs that need to be taken care of. Which is why good beta testing is a must. One was in testing the Summit cod4 remake I was made aware of today by D-tox. He added hurt triggers in some places to keep players from going places they shouldnt. Unfortunately it interfered with the predator in those spots. D-tox made a test map with the various types of triggers he used so I could hit them over and over again and see for myself and debug it. Nothing major and a fixable problem but its often those little things that hardly ever happen that can cause bigger ones.
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Well..... As one of the developers I can say I work on it almost every day. To be honest spending more time on it than I should be. Issues have been resolved for the next build. If its not being released fast enough for you then I cant help that. When I say the admins can do this or that it means one simple thing. Its the XI server not mine. So if its a config change... like the auto balance thing... I can do nothing about it other than suggest what setting should be changed. Same with things like how much health a heli has. It would be highly inappropriate for someone outside to screw around with such things. Perhaps I should just say nothing publicly and just PM an admin. Then again, I have a server up with all these changes and can do whatever is needed as it happens and do quick fixes. But few want to bother with it. So it goes both ways. If you must have the update right this minute then get a group of people and go play it. I will change it from FFA to Freezetag when I upload the next fixes later this evening.
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In The Not So Near Future
Sammy replied to Boomer's topic in Call of Duty 4's Call Of Duty 4 Discussion
Might be worth checking these out. Learning curve to do it but the results are much more pleasing. http://www.katsbits.com/tutorials/idtech/make-models-from-bsp-maps-or-brushes.php http://www.katsbits.com/tutorials/idtech/exporting-models-as-bsp-maps.php -
In The Not So Near Future
Sammy replied to Boomer's topic in Call of Duty 4's Call Of Duty 4 Discussion
Make one of the four pillars in Maya or Blender. Both inside and out. Export it as an xmodel and import it into a prefab with the usual blocking volumes etc to be used multiple times. The entrances and windows have to be made in Maya so its best to make all four the same. Or, make it so everything is in one and you can add closed doors or something in radiant to block entrances you dont want. -
Imho I wouldnt remove the map nor any streaks. Unless the map itself is buggy or takes way too long to play for ftag. A few maps on the server are certainly better suited to s&d. Sometimes wondered if it were possible to make a good cross between ftag and s&d or sabotage. Or maybe ctf. Not sure how the gameplay would work in practice but it would cut down the hide and seek aspects on big maps that take forever. Would also force players to work together to do more than simply unfreeze. Ftag has been missing alternate gametypes and not just a variation on tdm. My 2 cents worth in a day and age when 2 cents isnt worth much.
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Some maps wont work with heli's because the mapper did not put in all the requirements for full heli support. Typically they lack some needed nodes such as arrival and destination locations. Or crash locations. Maybe evasion nodes. If a heli is above a small map it is not going to go very far and that much easier to shoot down with an rpg. It would be a good idea for one person on your team to get a SAM for defense. Put it in the right place and it's a turkey shoot. Maybe one or two people with an RPD and the armor piercing perk. Ignores all vehicle armor.
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In The Not So Near Future
Sammy replied to Boomer's topic in Call of Duty 4's Call Of Duty 4 Discussion
Dont forget the grail beacon. Also all the blondes and brunettes between sixteen and nineteen and a half. -
Beta Vs. Chicago Server...
Sammy replied to The Flush's topic in Call of Duty 4's Call Of Duty 4 Discussion
Other players had no problem at all shooting and killing me quick. -
I hardly ever get a chance to actually play the mod anymore. Not against real people anyways. But last evening was cool even with the jammer bug. Did make for an interesting game however with no minimap. Default range of EMP is 256 units. But it can be raised up to 512. I did see the ac130 and it seemed to work ok on the map that had it. Not sure if I saw any kills but the rounds hit. If there are any suspect maps let me know what they are to see if they have unusually small map boundaries.
