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moonsense715

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Everything posted by moonsense715

  1. I wanted to do ingame "live" screenshots, but we crashed into a few problems. First, you'd need a robot client to join the server, go somewhere specific and take a screenshot. I don't know how to do this at all (the joining part of a bot client). Uploading the screenshot for display is easy. If this becomes a thing ever, then it needs to be not a live feed (needs a delay) and not show bases. Otherwise it could be used as a free live feed of the enemy base if a player alt-tabs to keep looking at it. Multiple servers for APB statistics is doable with a few changes.
  2. Glad to have reached this stage What this "adds" on top of being able to browse it with a mobile device and the many style changes, is a screenshot of the currently played map, and finally a list of all the achievements. The rank plugin that is ingame has also been under development and still is, as the page is.
  3. Or a bad registry key installed by ECW?
  4. Thanks for your efforts! The APB Stats/Ranks pages also have the login fixed now!
  5. Fixed for regular units. Icons are only missing for things that won't be tracked, such as falling aircraft objects and lolmap presets.
  6. Author: moonsense715, dblaney1 Skill level: 3 Enter zones The character position doesn't matter here. Players must be inside the enter zone to enter the vehicle. Suggestion: make the zone cover the entire vehicle, plus a big enough area around it in which players are allowed to enter from. One zone is enough for entering. Exit zones The players will exit the vehicle at the character position. The exit zone must contain the position of the seat bones. Note: The zones rotate on the Z axis but not on the X and Y ones. This explains why a vehicle sometimes cannot be exited when it's on a slope, since the seat bone is out of the zone due to no x/y rotation following of the zone. Suggestion: Make the zone even bigger than the enter zone. There can be multiple exit zones for a vehicle. If one is blocked by other objects, the next one will be tried and so on.
  7. It sounds like it would fit the Yuri's Revenge soundtrack with the bit darker/funkier tones
  8. AM I the only one who finds it weird that in "Red Alert", Yuri replaces the Soviets? I have seen soviet units in the videos yes, but the gameplay still seems like "Allies vs Yuri" all the time.
  9. I'd even pay someone to finally do it.
  10. The environment looks great, good job
  11. We will not distribute Renegade on the launcher for free. At least not until it becomes abandonware or in the state like Red Alert 1 and Tiberian Sun.
  12. We hope to avoid this, at least it should never show enemy unit positions. Otherwise it would be a Spy Satellite.
  13. I mean the Harvy should be following a waypath that leads from the vehicle creation zone to the front of the building. Do you have those set up? You know, all vehicles do tha when created, so they don't pile up on eachother inside the creation zone. So the harvy should come out before following the path to the Tiberium field.
  14. Hm, why doesn't the harvester get out of the Weapons Factory?
  15. Indeed. If the naming is correct, the object will appear in LE and will be locked in place. You can unlock and move it, but on the next map load it will go back to its original, proxied position. There's a tutorial on proxies here: https://w3dhub.com/forum/topic/414693-proxies/
  16. It's invisible, but it's there and you can click and move it.
  17. That is only a model, you need to place a Purchase Terminal object. More level setup stuff here: https://w3dhub.com/forum/topic/414755-generic-level-creation-guide-max-leveledit-heightfield-ingame/
  18. I don't think the nod operatives have any say in what GDI architects do
  19. Tiles can be destroyed, if that's the only "script" that's needed, the bridge can be turned into a Tile and still have a destruction animation. Also, in most w3d games, all building parts that are constantly animating or are animated based on health/destruction (and do nothing else) are Tiles. They are detached from the Terrain part of the building (which proxies in these animated Tiles). Tiles get the same lighting as Terrain as far as I know, if that is what you you're looking for.
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