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cfehunter

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Everything posted by cfehunter

  1. acctually the deploy animation starts in midair, and it's fully deployed by the time it hits the ground. We may have to look into ways of improveing the system. Specificly haveing to get out of the vech.... sucks.
  2. yeah, having the target box would kind of ruin it so those wont be appearing on the disguised mirage.
  3. A point to be made is that buildings wont be crushable by tanks. To get that effect bogdan practicly had to play lego with it. the only things that you will be able to crush are as follows: Infantry other tanks (battle fortress) Base walls (BF again) Wire fences Sandbags Random objects that we want crushable: AKA hotdog stands. Also the scream can be replaced with any sound we like so the sound being there just means we can replace it with the sound of a wall falling down and being crushed into the ground by a huge fortress on tracks.
  4. well warminers will have one seat and will suck against buildings, so purely not for assaulting an enemy base.
  5. we could certainly make the sound stop, the tuning sound shouldnt be hard either.
  6. yeah that's the logic behind it, more expensive units have more survivability so getting to elite as a GI is acctually even more deserved than hitting it as tanya. However you wont hit it as boris or tanya due to the fact that to get them you'll have to be playing well, tanya's and boris's will be limited to one a side and will kick some serious ass. 2 remote C4 kill an apoc anyone?. We havnt decided yet on how to noobproof it, but one option is making it so u cant buy them unless you're elite to start with.
  7. bascily to do a minelayer in RA2 u'd make the unit place a building, the building has defence logic applied to it. Set fireing distance to 0 so it has to be driven over for it to fire. then set its weapon to a suicide weapon, like the terrorist or demotruck.
  8. he's right, the model was done because poggel just felt like doing it, final release models for AR will contain much more detail on the model, will be approved by the whole team and will be refined alot.
  9. If APB want the frontend i will set it up so it works for them. drunkill has offerd to help me with artwork so
  10. i've done alot more work on the frontend since last night, it now checks for updates and shows you the latest maps, with pics and download links. I'm thinking of adding in a map pack subversion so that if you're out of date with the map packs you can download them all at once. The patches download via the program, but i've made it so the map download buttons open in your web browser. i may change this later
  11. when you lot get your hands on it it'll be fixed anyway, but while we're playing with it (to start with anyway) we probably will have kamikaze demo trucks ^_^
  12. Dont worry about it, naval is coming in Patch one and we'll try and push swimming SEALs into it aswell.
  13. and the wobble box tank! BTW i'm back, i've just switched net providers and my connection has been down for a few days.
  14. We've got releases planned out, RC1 - Will contain everything you get upto the radar being built RC1:P1 - Will add in the country system for the sides that have units at the current tech level, and naval. RC2: Will add in everything upto the tech centre, excluding the cloning vats, industrial plant, super weapons, and other advanced utility buildings that could cause major balance issues if implemented incorrectly. RC2:P1: Will add in super weapons, all of them.... and also the advanced utility buildings, cloning vats, spysat etc. RC3: Everything, polished and finished ^_^ Possible releases: RC4: Single Player Campaign, Yuri's Army? After that it'll just be balance updates and map packs.
  15. I agree with this... it will be bigger >_>
  16. Yay we're loved ^_^ Also... we cant exactly make things the same size they were meant to be in RA2... The battle fortress poses the problem that if it were indeed the size it was ingame it'd be bigger than the warfactory doors, and therefore wouldnt get out of them... also who wants to drive something that stupidly huge when they're not limited to one, it'd make map making hell.
  17. it's more fun to kill tanks with but yeah, it'll do the insta kill infantry... if you can get close enough.
  18. Well we've got a few methods of doing the CLEG that we havnt decided on yet. One of them is a little cheap and one of them will require dan to put alot of work into it. 1.) Have a translucent plane over the map, atm when the cleg right clicks he goes to that plane and his model changes to an invisible box with no bounding box (so he cant be seen and/or targeted) and his speed gets a massive boost, then you right click again and you're on the ground. O and also the plane is invisible from beneath, and because aircraft wont crush infantry on contact and they wont be able to target the cleg we may change it so aircraft can fly through it and then make it invisible entirely. 2.) Recreate the RA2 radar, show the map and keep track of every single soviet units position, you'd be able to see a red dot on the map for a soviet unit but you wouldnt know what it was till you got there.. Also phasing in is somewhere near 60% complete, we know how to make him freeze for a set time and how to make it variable on how long he spends moving, tho if we change to option 2 (which i would like to before version 1) it'd have to be done by position offset, possible but it'd require ALOT of playing with and tweaking. Anyway the CLEG isnt in RC1 so it dosnt need to be a concern just yet.
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