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danpaul88

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Everything posted by danpaul88

  1. That was added several patches ago...
  2. We'll have to balance Attack Dogs to make sure they aren't too frustrating. They should be able to take a few bullets, but they shouldn't be able to kill an infantry in one bite. The man advantage for the attack dog is it's speed, so we've got to make sure that it's health and damage are matched to that. Now, Cyborg Dogs on the other hand... well, they're a whole different kettle of fish. Fast, armoured like a tank, able to mow down infantry with impunity...
  3. Uhh, that's not how the AI works. I do not believe there is any code for "seeing" infantry, only for range detection (also noise, but that does not work on the FDS and is not implemented in DP's scripts_ Actually, the enemy seen logic does take line of sight into account too.
  4. Show me a naval unit in RA2:YR (unmodded) and we'll discuss it
  5. They will work in pretty much the same way, but it's going to be an expensive way to kill people and you have to survive long enough to get into their face and explode to do any decent amount of damage... odds are you're not going to find many situations in which they're cost effective. One scenario that might work well is acting as a rear guard for infantry rushing into a building from a flak track... imagine the allies piling into the building in chase of the soviets only to run into a terrorist waiting on the stairs for them... handy way to delay their response to the building intrusion.
  6. Yeah, I think we got jonwil or someone else in TT to add an option to get rid of the damn things entirely in SSGM 4.0 or possibly 4.1
  7. I might look into a livestream of our next scheduled testing session... whenever that may be. Fair warning, we usually end up spending more time arguing about features than actually testing Oh, and spawning the occasional building or ore field on someones head. No idea who keeps doing that.... ^^
  8. Actually we just turned the icons off entirely in SSGM config. The binding system is still fully functional, you just don't get the stupid blue floating icons
  9. Sure, but you could say the same for the RTS. And don't forget, a flak track can transport lots of Soviet troops into the enemy base and the snipers will be impotent to stop them. Lots of snipers on a team is a good way to lose the match
  10. I actually only played RA1 on my PS1 Never had the PC version.
  11. You don't NEED to remove it manually, there is an SSGM option to disable them entirely on the server... why they're turned on I don't know. !vkick etc all works fine with the icons disabled in the SSGM options (although I rarely see any of the ownership stuff get used)
  12. Someone should probably turn those off in the ssgm settings
  13. Talk to me over the weekend sometime. We'll get some proper proxies hooked up for mappers sometime too and add it to the SDK so you can fit them to your terrain properly.
  14. I don't see why you couldn't C4 a MkII... just approach from behind to avoid the chin gun and throw C4 on its legs. I don't often see Nod manage to steal a MkII these days though, not since it became unjackable.
  15. Well, the two C4 charges from the passing Umagon didn't help
  16. If you're tracking down the current versions of max files and whatnot it'd be useful to commit them to the tsr source repository so we can start building up a library of the "latest and 'greatest'" source files... plus we get version history for them going forward then
  17. I didn't say they weren't, but the bike physics in general are sub par compared to wheeled vehicle physics and don't offer any real benefits. Westwood never really got them working properly because there were no bikes in the final version (at least, without going into LE to find them) and thus there was no need to fix their issues.
  18. Look at your own radar, if you are radar invisible you won't show up on your own radar screen (I think...). That or ask a team mate GDI drivers tend to be paranoid about hijackers and look around quite a bit, so if anyone spots one they all tend to abandon what they're shooting at to try and kill the hijacker... which can actually play to your teams advantage as a nice distraction tactic.
  19. Umagons C4 is only useful against vehicles. Also, if one of the wheels on the arty isn't turning (thus probably missing a wheel bone) that explains why it keeps pulling to the left when trying to drive in a straight line... I did wonder what caused that.
  20. Bike should probably be re-rigged with four wheels instead of two and switch to normal wheeled vehicle physics instead of the unreliable bike physics... you don't gain much from bike physics (other than crazy-spinning-out and whatnot) anyway. Two wheel bones front and back either side of the physical wheels should be a LOT more stable I think.
  21. Projectile extensions don't change the amount of damage done... and I'm not sure the bikes HAVE extensions in the first place. He already IS radar invisible I think? I'm sure that was added months ago... Just yesterday I think...this is the result of every match played under 1.2 (up until midday yesterday anyway); As you can see, Nod are coming out on top a little too often... Hence the need for this patch.
  22. One of my concepts a while back was that, over time, the basic infantry would get upgraded such that you start at veteran level as soon as you buy them, thus giving them the teeth to go toe to toe with the top tier units and giving players who join late in the game some useful and cheap units to get started.
  23. No, there were no representative internal tests for reasons I won't go into here.
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