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Posts posted by danpaul88
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Thats because thats for another weeks blog.
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Or have a completely seperate purchase terminal which puts you straight into it. And in that case it would have no exits....
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Just a thought, wasnt the sandbags like at an angle like making a wider bottom layer?
I should point out that I made those sandbags in two minutes in 3ds max. Tube -> Create -> Convert to editable mesh -> Chamfer -> Texture -> UVW map -> Export.
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As mentioned before, we believe that was an engine limitation and not part of the units design.
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LOL, lol the battlelab is starting to sound like a building on bf2 lol where a heli spawns ontop i can't remember the map name
Oh, thats my favourite map (or was, not played bf2 in YEARS), I never bother running all the way to the top for the heli anyway, I cba trying to get past all the n00bs camping the helipad....
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Not too many, we may have a ground floor then two above it in the 'glass' areas. Don't want people to get lost in the labyrinth of the centre.
Team: Repair the base
Newbie: Ehhh? I cant find my way out of the battle lab
Team: Suicide, its quicker than trying to find an exit!
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We believe the turret not moving was an engine limitation rather than a design feature, and therefore have opted for the rotating turret. Besides, what kind of self respecting tank can't turn its turret to aim at stuff?
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Yes, the mirage tank can be disguised as a rock. In fact, with the latest changes it can technically be disguised as ANY preset in the preset tree.... so theoretically it could disguise itself as a building interior... although I don't think they would be very stealthy
Also, the size of the disguise has no effect on what you can actually shoot at, even if the mirage is disguised as a pebble 1/100 of the size of the tank, you will still damage the tank by shooting where it *actually* is (Since its a mirage and NOT really changing shape). Also, shooting the tank will bring it out of mirage mode (even when shot by a unit on the same team.... worth of a !n00b if someone deliberately reveals your tank to the enemy of course... )
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either that or mix the trees in the maps or randomize them, including lonely trees, so that it is more difficult to memorize the trees and easily find the mirage tank.
Stop spying on our ideas!
This is actually something we were intending to do anyway, as it becomes too easy to remember where trees are otherwise.
The mirage tank will have a random selection of 3 disguises per map (assigned in the parameters of the game controller for that map) which fit in with the themes for that map, and they are not technically limited to trees
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It just needs some tweaking in level edit to adjust how it prioritises targets.
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The AI is more intelligent, but its still ultimately based upon the renegade AI, so there are limits to how much you can do with it...
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The Apoc tank was controlled by the AI.... nuf said. In the actual testing an Apoc driven by a human could easily hold its own against two mirage tanks.
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We aint goin nowhere!
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Lol, funnily enough I watched the 300 last night
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so even if you turn the tank, the tree graphic will still face the same way?
That is in fact already in place due to a recent update, BUT turning your tank tends to un-mirage it anyway
Oh... and it gets whatever cannon I can be bothered to give it for tests
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*whips out the matt black paint to annoy ackart*
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Yeah, catch OWA's crappy russian accent in the last blog (26)
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BTW, will that be how the veterancy will work in-game?
I fetched this from my mod's rules file(hence the different value)
VeteranArmor=1.25 ; For armor, think of it as max strength being multiplied by the number (in reality, damage is divided by this)
Right now, it restores armor back to full?
The restored armour is the only effect you can see, but behind the scenes it also switches armour type, so it takes less damage. First veterancy level takes 90% damage, second level takes 80% damage (subject to change of course). This is currently universal across all vehicles, but can be changed by adding more armour.ini entries.
Oh, and also some vehicles will get upgraded weapons as they get promoted. You might have noticed in the video that the apoc took down the last pillbox VERY quickly, this is because its weapons had been upgraded when it got promoted the second time, and did a lot more damage per shot.
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Looks to me like the default skeleton's in renegade are really messing the model up
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Fixed.
AR mod going to be cool!! actually it's now cool but in fature much better
Btw guys On this forum you need to Chronojam needs to make AR Skin and topic letter like "Reborn-R RA-R(Red color)
Corrected your post for you
Anyway, in all seriousness, there will be an AR post icon thing like the Red Alert / Reborn ones, and as far as I know there will also be an AR skin. Unfortunately we don't have access to do it ourselves Or I don't at least... dunno how much access OWA has got
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Can't be done unless jonwil can work some magic with bhs.dll to get the coordinates your cursor is aiming at.
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I should point out that the prism tower shown is not infact the final version, it is simply an older model I was using for testing purposes.
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He will be able to walk normally.
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Or fill it with lead while it phases in
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Blog 38 (18/07/07)
in Red Alert 2: Apocalypse Rising
Posted