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Jerad2142

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Posts posted by Jerad2142

  1. I didn't play many games with distinct final bosses, so here's the Vohrsoth leader from Star Trek Voyager: Elite Force (same as in the BHP forum month from a couple of years ago ;) )

    Great game, 2 was okay but definitely didn't hold up against the first one.

  2.  

    This is totally off-topic, I'm sorry but Killing_You just gave me an idea....What if there could be some special "AI" (probably on a special map) that attempted to counter each player? It would be a co-op of sorts but each player would have an anti-player on the other team that was programmed to mimic their movements and tactics as closely as the engine would allow. Or otherwise, each enemy AI would only focus on it's "player clone"! Scary! D:

    an AI clone of myself would probably either do 1 of 2 things.

    1. Ragequit

    2. Do nothing the entire match just like Renegade's amazing AI

     

    As long as the AI says Rage when it quits every time I'd be satisfied, and the Ren AI makes me laugh when it stands still and eats shit... good times.

  3.  

    Any difference between a halt and a stop sign (we don't have halt signs around here, honestly curious if there is a difference)?

    They're just various old-fashioned stop signs from different countries. From left to right: America, England, Germany, Czechoslovakia, Italy, Finland

     

    Don't know why I just fixated on the Halt sign, if I'd have looked at them all I'd have gone "DERP, all stop signs"

    lol

  4. I just wanted to let you know that the Arma 3 Star wars mod stopped development due to potential legal ramifications after an email came to their devs from EA. Not a good idea.

     

    Let's make a Arma 3 mod for Renegade... jk horrible idea

     

    Many years ago, (in a galaxy far far away) there was a star wars renegade mod. They stopped development for some reason, I don't recall why.

     

    We may or may not have the files for that

     

    I feel like opening that spoiler was a waste of time... lol

  5.  

     

     

    (slightly off-topic: I would prefer to see free-falling bombs rather than "para" bombs which make no sense at all. Para bombs can be chalked up to game engine limitations, as the cutscenes showed free falling bombs)

    Then what about the mig strike? Those were missiles I know but does that necessarily mean that the game can't do "falling bombs"?

     

    Parabombs are definitely doable if you have an ounce of creativity.

    I was talking about the original Red Alert engine. Free-falling bombs (from what I can tell) weren't possible in Red alert. So they decided to make parabombs instead, even though they make absolutely no sense for a dedicated bomber (they make sense for a very low-flying aircraft (typically not dedicated bombers) so they can evade the bombs, but you lose accuracy) and also all the cutscenes showed free-falling bombs. So if the bombs were implemented here, they really should be free-falling.

     

    My changes were only rules.ini changes.

     

    Isn't there that "Napalm" weapon in the rules.ini that's basically a free-falling bomb? Also I'm pretty sure there's not any fundamental difference between it and the Parabomb, it's just that the latter falls more slowly and takes longer to hit the ground.

    Yeah I'm pretty sure there is, not sure if its falling by default though...

    ; napalm bomblets (dropped from plane)

    [Napalm]

    Damage=100

    ROF=20

    Range=4.5

    Projectile=Bomblet

    Speed=5

    Warhead=Fire

     

    That's from RA95's rules INI, looks like your right delta!

     

    ​Here is the parabomb entry:

    ; parachute bomb

    [ParaBomb]

    Damage=300

    ROF=4

    Range=4.5

    Projectile=Parachute

    Speed=5

    Warhead=HE

    Report=CHUTE1​

  6.  

     

     

    (slightly off-topic: I would prefer to see free-falling bombs rather than "para" bombs which make no sense at all. Para bombs can be chalked up to game engine limitations, as the cutscenes showed free falling bombs)

    Then what about the mig strike? Those were missiles I know but does that necessarily mean that the game can't do "falling bombs"?

     

    Parabombs are definitely doable if you have an ounce of creativity.

    I was talking about the original Red Alert engine. Free-falling bombs (from what I can tell) weren't possible in Red alert. So they decided to make parabombs instead, even though they make absolutely no sense for a dedicated bomber (they make sense for a very low-flying aircraft (typically not dedicated bombers) so they can evade the bombs, but you lose accuracy) and also all the cutscenes showed free-falling bombs. So if the bombs were implemented here, they really should be free-falling.

     

    I made a napalm bomber in one of my RA1 mods when I was a kid using the U2 spy plane, definitely possible.

  7. I think it'd be neat to see a working overhead map for chronotanks, instant teleport anywhere the user clicks. To make it a bit more fair/fun you could add fog of war onto the map (only parts of the map would be visible where your teams units where/your base) thus only alowing the chronotank to teleport to spots that where within friendly units line of sight. I think that'd lead to more people rushing with a single humvee and then suddenly having a bunch of chrono tanks around them :D


     

    (slightly off-topic: I would prefer to see free-falling bombs rather than "para" bombs which make no sense at all. Para bombs can be chalked up to game engine limitations, as the cutscenes showed free falling bombs)

     

    Then what about the mig strike? Those were missiles I know but does that necessarily mean that the game can't do "falling bombs"?

     

    Parabombs are definitely doable if you have an ounce of creativity.


     

    The recently implemented marker system would work to this end for this special pair of 'nocs

     

    Nope. The game crashes immediately when I try to make the binoculars spawn an a-bomb beacon instead of a radar marker (which is not a beacon), pretty sure this is going to be the case for any kind of beacon I make.

     

    The most logical way is to simply have the planes be destructible.

     

    Cinematic units crash the game if they're destroyed (which was possible before Delta when purchased helicopters could actually take damage during their purchase cinematic).

     

    1. Then I recommend you don't make it a beacon, a lot of ECW's items are just normal weapons that has a script watching ammo count, if the count changes it triggers code.

     

    2. That shouldn't be a thing, stock Renegade has plenty of Cinematics that you can kill the helicopter that's dropping troops or w/e.

  8. If dogs were made into AI bots, would it be possible to put them in a fan map without any major updates needed for APB?

    Pre 4.x/5.0 no it wouldn't be possible without making a .pkg; however, in 4.x/5.0 it is completely possible to add completely new human class skeletons to a map. It would require about 128 animations though (idle animation set and an weapon pose).

  9.  

    Only in Red Alert, at least. Tiberian Sun doesn't have/need them.

     

    Because the RA timeline units are all babies. TS units are all men who ride their broken plane into the ground while playing a sick guitar solo on a flaming guitar :D

     

    Actually they can just fall from space and walk away ;p

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