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Sammy

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Everything posted by Sammy

  1. Is it consistent with certain maps?
  2. Do you know what player class you had? Arab assault etc? Also, which primary and perk1 weapons? I sent the spec config fix to Rugger but I dont know if he has had time to do anything with it. Also the 10x crossbow for the beta server. I might have an idea for elevators and things that move but will have to experiment with it. It would involve spawning a weapon pickup of sorts. I think those would stick with the elevator but Im not sure. But wont work unless the player can be prevented from trying to pick it up.
  3. I think this option is the best! Yes! And activate the car when you are on a elevator is pretty dangerous too... You can be stuck when you come back. Hmmm. That never even occurred to me. Going to have to think about that one.
  4. Ok I need some opinions. I spent much of the weekend trying to figure out the prone problem and RC etc. Anything I did required various code hacks because the game just wont allow forcing player stances if they get stuck in game geometry. The various workarounds I tried are too unreliable. Even standing out in the open and forcing the player (using the usual keybind commands) to go to prone works only half the time. It looks like for the game to respond to them the player must actually move a short distance first. Or some other strange thing. So at this time there are two options. One is to simply tell the player he cannot activate the RC, Reaper or the others like it if he is prone and underneath something. Must be crouched at a mininum. The other is to find the nearest team spawnpoint in the map from the activation position and go there.
  5. heli tutorial. http://modsonline.com/Tutorials-read-478.html However its missing the heli leave nodes so they know where to leave the map at when finished. For skybox height, 3500 is the lowest of the stock maps in Bog. Which I would consider a bare minimum. For things like ac130 etc higher is better. If you have tall buildings like in Bloc it would benefit from a higher ceiling also. However if the average center of the map is higher than the origin (0,0,0) then the 3500 will have to be offset from that point. The Highrise map is considerably above zero height for example.
  6. That means the beta had 28 players? Very cool. Anyone notice any problems with lag, hit reg or anything like that when the server is full? Anyways, the checks for who to kick should be better now. Clan members with certain GUID's (usually admins) have #1 priority. Then its regular clan members, After that its a matter of total playing time + score.
  7. The perk1 thing addressed in the next revision. Also, the current beta on the server should have the standard sniper rifles and not projectiles. That means they wont have the long range ability.
  8. Ok thx I will check that out. Something likely not being reset. Just a matter of finding out what. Hopefully its not because of some obscure reason thats buried somewhere.
  9. check in the console what hud_enable is. It should be set to 1. Usually when its set to 0 there is no radar also but cant hurt to check. Some other mods use that setting and if you quit or something while its disabled you may have to manually turn it back on. Otherwise, it would help to know any before-and-after events where it changed so I know what to look for.
  10. I think I found a fix that works pretty good so far. So for now do what doctors tell patients. If the patient says it hurts when he touches his knee, the doctor says the best solution is to stop touching the knee.
  11. add to above: because of this, and how many mods have custom weapons, I recommend any mappers add a dvar to them. If a server sets it to some value then dont create the pickups. Same as whether or not a map should have rain. At least I think rain works that way and default is off.
  12. Yea I think I saw that one come up before. IIRC there is a secret room with a bunch of weapon pickups compiled directly into the map. They tend to conflict with custom player weapons (acr in place of m16 etc) and the fix that usually works requires replacing some map code an external file to delete the pickups before the map completes loading. So for now remove it... and any others with that error... from the rotation until the fixes are available.
  13. edit: NM. I can just find some places to crouch under and see if I can fix it.
  14. Since in fact you are actually part of the car the normal player hit box is still there as far as collision with game geometry is concerned. You just dont see yourself in 3rd person, only the car. Tried to create a new hitbox for the model but I think that was disabled in one of the patches to deal with cheaters. For the roof one, can you post a screen shot of which map and where it happens so I can test it out and see whats up? Usually it should just respawn you at the exact position you activated it. But perhaps it needs to save stance as well. Will look into that. For now, do as Cobra suggests and dont activate if you are crouched or prone under a low ceiling.
  15. Yes the 400 limit means just that. Too many unique effects for the mod and map together to handle. The beta improved on that a bit but it would be best to limit fx to what is really needed.
  16. After all those posts I would hope youre tired. If not you need to lay off the energy drinks.
  17. I dont know much about mapping but usually they do have those lines. Do you get the error in any other mod?
  18. ok checked it out on the wip. Forced RC award on spawn to use it before any other weapon and seems to work ok with saving with nades and explosives. So whatever it was seems to be fixed however I will run more tests. But when finished and uploaded to whichever server Rugger wants to put it on, and the server is hopefully full, that is the real test.
  19. Frags or semtex? I dont think it should matter but I will check it out. Also, did you have the 3x perk?
  20. In the past the loadff file would go into the mod folder while the iwd and main ff would go into usermaps. That was changed in patch 1.6 or 1.7 to put them all together.
  21. Semtex sound fixed. Sticking with the icon for health. Helps with some hud and material asset counts. Tac nuke is being changed to 15 kills required but that might go up to 20. Depends on how it goes with testing.
  22. Very nice map. In those narrow coridors betties should work quite nicely against rushers.
  23. For next update chinalake added to explosives delay. For Dust or any other map, if you just run and dont cancel spawn protection then you should be fine. I didnt make any changes from OW in how that works.
  24. And after that immediately take them out of the rotation until the problem can be looked at so it doesnt happen again.
  25. From what I understand a few maps had compatibility problems. But if those are taken out until a fix is available things should be fine. Also most people seem to prefer the older crossbow. I dont remember if the beta currently there fixed the string problem. Working to finish the next one but been getting some unusual problems the last week from time to time related to player death and server-client communications.
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