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Posts posted by ChopBam
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Yes. Also, we used to do these on the old bhp forums. :D
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3.6.0.0
This release has been a long time in the making. It's the first APB public release of 2021 and boy is it a big one. Huge thanks to all the staff and testers who helped make this possible!
It will take some time to finish packing everything up, but it should all be ready to be on the launcher by this time tomorrow.
The SDK has already been updated for 3.6 (minus documentation).
General Changes
- Replaced the generic W3D Hub window/taskbar application logo with the APB red star icon.
- Players forced to change teams no longer have a death count increase.
- Levels of detail have been added to more ingame objects (such as the AT and AP mines, and the detailed house on Keep Off The Grass). This means performance improvements in some areas.
- Added new flare models and effects for helicopter purchases and reinforcement drops.
- Replaced the Soviet elevator music.
- Bots have undergone a few general behavioral improvements, including weapon/sight ranges.
- Much more robust edit_human and edit_weapon console commands. These only work in singleplayer.
- Two new menu options-
- Muting the game's audio when the window is not in focus.
- Skipping the quit confirmation dialog.
HUD
- Now features W3D's brand new objective marker technology. These are points of interest or importance that appear overlaid on the screen (including a distance readout) to assist with the objective. Most of the time they are relevant to the player's current character or vehicle class. Each inclusion of the objective markers will be listed below under their appropriate changelog item.
- The mine limit now appears on the HUD next to the mine count; no longer is there a need to use a command on the server to get the mine limit from the chatbox.
- Disarmed mine messages now go to the kill feed, rather than the chat box. Disarming the AT mine now shows a shovel and the AT mine icon, rather than a shovel and the AP mine icon.
- Replaced the tracking lock icon with one resembling the attack cursor from Red Alert.
- Updated the kill icon models for the Tesla Tank, Mammoth Tank, MCV, and the Submarines. Adjusted a few other kill icon positionings slightly, also enlarging the Cruiser and Mammoth Tank icons. Re-added the "imfree" font icon.
Unit Repairs
- Vehicular repair logic is now shared between the Service Depot, Naval Yard/Sub Pen, Airfield, and now the Helipad and Refill Pad. All vehicle types can repair at the Service Depot, if they can reach it. Only naval type units can repair at the Naval Yard/Sub Pen. Only airplanes can repair at the Airfield. VTOL units and airplanes (if they can reach it) can repair at Helipads and Refill Pads.
- Vehicle repairs at these facilities are now completely free of charge.
- Vehicles repair at the same rate as before, at 10% per second. More accurately, as far as repair ticks go, they now repair at 1% every 0.1 seconds.
- If a player starts taking moderate damage from any singular weapon (15 hitpoints or more), repairs will slow down significantly (10% of their normal repair rate) until 5 seconds after they stop taking damage. Aircraft repairing at the Heli/Refill pads or Airfield are similar to this, except their repairs slow down much more easily at 1 hitpoint threshold.
- Multiple vehicles can repair at the same building simultaneously, as long as they can all fit into the area.
- There is no longer a delay when starting to repair, and players no longer need to drive away from and back into the repair area in order to start repairs if the vehicle is damaged at full health while in the area, or if the player enters the vehicle while it's in the repair area.
Points Distribution
- Points for destroying buildings, defenses, and support structures are now awarded to the team's score pool rather than all the players on the team.
- Disarming A-bomb flares now grants a joint 250 points to all the players who worked on it, and the other 250 points are awarded to the team's score after it's disarmed. Previously 500 points went to the player who did the last bit of disarming.
- Disarming C4 charges now grants live points to all the players who work on it, rather than awarding all the points to the person who fired the final disarming shot.
Weapons
- Lock-on ranges have been fixed. They now match the actual targeting range, rather than only 75% the targeting range.
- Damage that is applied on the server side now sends hit markers.
- New Beretta and Makarov pistol reload sounds.
- Fixed a bug that caused the carried FIM-92 weapon model (and the Drunk Rocket Soldier's weapon on Lunar) to disappear.
- Firing the FIM-92 at nearby targets no longer damages the weapon's owner.
- Effective range for tech scanners and engineer wrenches has been decreased 3 -> 2. This is for the AI repairers to stand closer to their targets.
Textures
- Color adjusted a rough yellow cliff texture to better match the other environment textures.
- Improved the barbed wire chain link fence textures. Their resolutions have improved and can be seen from farther away.
- Fixed a seam on a field grass texture.
Infantry
- Crouch walk radar sneaking has returned, and its cooldown timer increased once again to 3 seconds (from 1 second). The previous bug where players could jump while crouching to remain invisible on radar has been fixed.
- All infantry can detect sneaking players at least 5m away from them. The Sergeant, Starshina, and Flamethrower can detect at 25m, and the Captain, Kapitan, and Spy can detect at 50m. This information can be viewed ingame through the F1 encyclopedia screen on the new Gameplay menu.
- Using weapon scopes no longer causes players to unsneak.
- Partisans can sneak once again.
- All infantry now use the new inertia features offered in Scripts 5.0. There is a slight graduation in momentum changes, and moreso while swimming. Strafing diagonally forward while sprinting is less restricted, and jumping while crouched no longer offers a forward velocity increase.
- Infantry worldboxes are now shorter while crouched. This will allow them to access very slightly tighter spaces. 100% -> 80%
Sergeant / Starshina
- Uninterruptible per-round reload has been set up on the shotguns. What this means is that shotguns reload only the number of rounds that are missing, and only the full 8 if they are fully empty.
Rocket Soldier / RPG Trooper
- Now have pistols.
- AA weapons are now on slot 3 (rather than sharing the anti-tank weapon slots on 2).
- Weapon switch times have been reduced for the LAW, RPG-7, Redeye, and Strela. 3s -> 2s
- LAW/RPG damage decreased 5%. 90 -> 85.5
- Firing at nearby objects with the LAW/RPG no longer damages the owner of the weapon.
- AA weapons can no longer lock-on to ground units.
- AA weapons have a tracking delay of 0.62s, and they untrack after 1.25 seconds.
Engineer
- The golden wrench can now repair vehicles. It works with 75% the effectiveness of mechanic wrenches. Capacity is still limited as before.
Spy
- Can once again acquire a Sonar Pulse from the Sub Pen. The Sonar Pulse, in addition to its previous function of revealing enemy naval units on radar, now reveals all Soviet naval units with objective markers as well.
Medic
- Fixed a bug with placing multiple medic armor caches that caused players to gain an unintended advantage.
- Medic cache regenerates 1 unit of armor every 1 second, instead of every 5 seconds.
Mechanic
- Wrench range (area of effect) decreased significantly. 12.5 -> 6
Thief
- Can now steal credits from bots.
Tanya
- Equipped with two weaker C4 charges, rather than having the ability to destroy a building with one. Tanya's second C4 can reload while her Colt is equipped.
- Reload time between C4 charges is 8 seconds.
- Damage of each C4 has been halved. 1200 -> 600
- Disarming point rewards of each C4 have been halved. 200 -> 100
- Uses different voice lines while placing C4.
- Fixed a mesh seam in her neck.
Grenadier
- Added a grenade explosion inner radius of 2m.
- Reduced grenade explosion damage. 50 -> 35
Flamethrower
- Stronger against infantry, does 50% more to infantry skins and about 30% more to infantry shields.
- No longer has burst fire (need to hold down mouse to use entire clip).
- Inaccuracy when jumping has decreased. 19.5 -> 3.5
- Accuracy recovery rate reduced. 10 -> 2
- No longer damages his own shield when firing at nearby targets and surfaces.
- Now uses an ignition sound as firing starts.
- The kill message now has an added flame icon for clarity.
Shock Trooper
- Weapon splash damage is now scaled (meaning it does a lot less damage if you hit further from your target), but splash damage has also been increased, leading to an overall buff if you hit the ground near your target.
- Now takes splash damage from electric weapons.
- Splash damage increased 5 -> 15.
- To compensate for the direct damage increase, the electric special damage type has had its damage decreased 22.5 -> 12.5.
- To mitigate the much weaker flame effects overriding this damage, the speed of the effect has been increased by 10.
Volkov
- Per-round reload has been set up on the hand cannon weapons.
- AP HandCannon range increased. 34 -> 85
- Napalm grenades Elasticity up. 0.03 -> 0.5
- Napalm grenades Max Bounces down. 999 -> 1
Vehicles
- The helicopters have been increased in scale to a more fitting size, and their third person camera distances have been increased to match.
- Phase Tank, Chrono Tank, and Longbow have "no missile tracking" option when right clicking to fire.
- Fixed minor tread texture issues on the APC, Artillery, M.A.D. Tank, and Minelayers.
- Fixed a few inconsistent exit transitions (locations the players are deposited when they exit vehicles).
BTR (Low Tech Soviet Scout)
This unit replaces the Soviet Ranger in the Soviet vehicle roster, meaning it is only available on the maps the Soviet Range was available on (plus any added in this patch, noted in the maps section below). The BTR serves as a cheap, lightly armored vehicle that can effectively scout the map, mow down infantry, fight longbows, and clear mines. Essentially, it is a Soviet Ranger overhauled to fit the Soviet design pillars; heavy armor, high damage, and good survivability.Ranger
- No longer has a passenger seat.
Light Tank
- Slightly better at handling hills.
Medium / Heavy Tanks
- Increased vehicle turning speeds.
Mobile Gap Generator
- Added new camera profiles that are offset to the sides, similar to the V2 and Artillery's alternate cameras.
Phase Tank
- Per-round reload has been set up for its missile weapon (two missiles at a time).
- Slightly reduced hill handling.
Chrono Tank
- Model and texture have been improved.
- Two more camo variants have been set up, using green paint in place of the orange paint. The default Chrono Tank variant will still be the orange/silver version on all maps.
- Missile turn rate doubled. 300 -> 600
- New set of PT icons.
Tesla Tank
- Model has been updated with higher quality meshes and rig. Fixed an issue where the vehicle was pulling off to the right due to mis-aligned wheel bones.
- Weapon splash damage is now scaled, similar to the Shock Trooper's rifle.
- Splash damage increased 20 -> 25.
- Special electric2 damage type has had its damage decreased 30 -> 25, and had its effect speed increased by 10x.
- First person camera angle is centered over the vehicle.
Mammoth Tank
- Model and texture have been improved.
- Thickened the tracks slightly, adjusting wheel heights and spring length to match.
- Adjusted the rig so it doesn't get stuck on sloped terrain as often.
- The missile pods can now tilt.
- Removed the spray angle from the tusk missiles. 10 -> 0
Demolition Truck
- The horn has been edited so it can play while the vehicle is charging up to explode.
Ore Truck
- When driving, you can now see how full your truck is is by looking on the lower righthand corner of the screen.
- When driving, there are now objective markers that instruct you on where the ore, gem, and mixed fields are around the map, as well as where to dump at the Refinery.
MCV
- New model and texture.
AA Truck
- No longer has a passenger seat.
Longbow
- AI preferences against infantry have been adjusted so they don't chase after them.
Hind
- Vertical acceleration increased. 28000 -> 32000
Chinook
- Handling has been adjusted so the critical fault of the chinook is eased as far as flying high.
Airplanes
- Handling has been made easier. Most notably they are more responsive to turning/rolling, and the landing gear slows them down more significantly (allowing players with landing gear out to land at "full speed").
- Exploding planes now affect vehicles and buildings (slightly) and infantry. Damage of the explosion is now scaled, and its radius has been reduced. 22.5 -> 17.5
- More vulnerable to Rifle Soldiers by 2x.
- More vulnerable to Captains by 1.4x.
Yak
- The rig has been adjusted so it has an easier time landing.
- Autocannon BurstMax has been decreased. 5 -> 3
- Reduced cruising speed. 38.5 -> 33.5
MiG
- Reduced cruising speed. 48.5 -> 43.5
- Reduced landing gear speed. 36.5 -> 33.5
- Increased missile damage decently against Ranger skin/shields, and slightly against light vehicle skin/shields. MiGs can now destroy rangers in one volley, but not artilleries.
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Missiles adjusted to be much less wieldy. Pilots will need to be more intentional about pointing its nose at its targets when firing missiles.
- Range increased. 160 -> 200
- Velocity increased. 110 -> 175
- Gravity force has been added. 0 -> -9.5
- Turn Rate decreased. 150 -> 85
Naval Units
- Players now teleport directly into their naval purchases if done from the naval yard or sub pen.
- Ships are more vulnerable to Rifle Soldiers by 3x.
- Ships are more vulnerable to Captains by 1.125x.
Destroyer
- Handling has been edited so this unit is a bit more fast and responsive.
Submarines
- Brand new models/textures.
- Now more vulnerable to weapons while submerged.
- Increased turning speeds by 10%.
- Disabled the floating playername on the missile sub periscope camera.
Missile Sub
- Missile Sub's ballistic weapon range reduced. 220 -> 210
- Raised the ballistic missile muzzles by 1m. The result is that they should have a slightly easier time hitting ground targets.
- Added a tertiary camera for sieging.
Buildings
- All defenses, when they are damaged, now show objective markers to technicians and engineers; they are green/yellow/red depending on how damaged they are.
Power Plant
- Adjusted some damage emitters that were in the wrong place.
Radar Dome
- When destroyed or jammed, it only removes enemy (and stealthed friendly) blips from the radar. It no longer shuts off the radar compass completely.
- Fixed an issue with disappearing console screens in the sub basement.
Service Depot
- Added a repairing animation.
- Features completely revamped repairing system, detailed near the top of this changelog. It works for any unit type that can reach it.
- Can refill airplane ammunition.
Helipad / Refill Pad
- Repairs all friendly aircraft, using the new repair logic similar to the Service Depot.
- Sells aircraft with the backspace key.
- Refills airplane ammunition.
Naval Yard
- Repair zone now has objective markers that start appearing at around 200m distance for any player whose naval unit's health becomes damaged.
- Uses new repair logic similar to the Service Depot; it only works for naval units.
Sub Pen
- Repair zone now has objective markers that start appearing at around 200m distance for any player whose naval unit's health becomes damaged.
- Uses the new repair logic similar to the Service Depot; it only works for naval units.
- Added backings to the two ladders by the submarine spawns.
Airfield
- Uses the new repair logic similar to the Service Depot; it only offers repairs to airplanes, but works for airplanes owned by either team.
Oil Pump
- There is now an invisible ramp up the sides of the concrete platform so players no longer need to jump to get on it.
- Capturable oil pumps now have objective markers that appear for Engineers and Technicians. The oil pumps starting in each base do not have an objective marker for players on the opposing team.
- Equalized tech building capturing speed between the FDS and local LAN; pumpjack HP is now 20 to compensate for this (down from 40).
- Its textures have been upscaled.
Guard Tower
- Now uses the lighter color sandbags only.
- The texture UV's on the roof have been improved.
- A couple unnecessary draw calls have been removed.
Levels
- Visible boundary warning stripes have been added to all the levels.
- A custom file has been uploaded that will allow you to put variations on the visible boundaries.
- Bots get stuck at the doors less often.
- Fixed a stuck position between some rocks by the Allied Service Depot.
- Adjusted the terrain around the small water-filled basin just outside the Soviet base, so traversibility there is easier. Bots should have less trouble getting stuck in this area.
- Fixed a terrain texture blending seam next to the gems in the middle.
- Major revisions have been applied to this level. See some of those changes below.
- The extremely lengthy, circuitous tunnel section is now eliminated, along with all the infantry routes that led into or out of the rear sides of the bases.
- There is a new short, direct, and accessible tunnel route under the east hill to replace the long tunnel route that was removed.
- Inside the cave mentioned above is a capturable gem silo, worth 2 credits per second to the team that captures it using a Technician or Engineer.
- The top of the east hill is no longer accessible.
- The Soviets have extremely easy access to the west hill next to their Barracks, where previously it was difficult to defend.
- The west hill has a couple infantry routes which were moved, appropriated, and simplified from other areas of the map.
- The Allied base building positions have been swapped.
- The Soviet Barracks has moved slightly closer to the War Factory.
- Each team has four defenses, which have been rearranged in their own ways.
- Added bot support.
- The V2 and Artillery have been disabled from the purchase list.
- The BTR can now be purchased.
- Infantry can no longer swim to a standing spot on the sloped beach sand underneath the naval yard. Also fixed some issues with getting out of the water from the Cruiser spawn area at the Naval Yard.
- Ladders have been added to the docks to help players get out of the water.
- Adjusted vehicle blockers at infantry base entrance near Soviet Refinery to be more visibly obvious.
- Fixed a lighting issue on the barbed wire fences.
- Darkened the icebergs significantly and changed the reflective ice texture. Also removed unnecessary backfaces from them.
- Sank the Allied Service Depot a bit.
- Added bot support.
- Added a ramp up to the hill at the front of the Soviet base so they can access it more easily.
- The rear infantry routes are blocked with rocks when the player count is 20 or below. These routes include the tunnel area behind the Soviet Refinery, and the pass behind the Allied Power Plant.
- Fixed teleportation zone so that Chrono Tanks can no longer access the part of the Soviet hill that vehicles aren't allowed to drive on.
- The lake can no longer be driven on.
- Fixed a few terrain seams where the dirt road texture meets the pine needle texture.
- Added Broken Tire Ragtop (BTR) unit to the Soviet arsenal. Costs $1200 and possesses a Ghost Stalker Railgun.
- Added a new "timescale" crate to the LOLMap crate pool. When grabbed, the passage of time will increase by 3x, for 30 seconds. It can only happen once during the round.
- Fixed the "Oh crap" nuclear explosion crate.
- Corrected a couple inaccurate infantry names.
- Fixed a few minor issues with the infantry voices.
- Fixed missing RA nade projectile.
- Fixed a floating sidewalk southeast of the Soviet base.
- Fixed the props that were clipping outside the Allied War Factory.
- Grounded a floating Soviet Ore Silo and a couple props next to it.
- Soviet bots no longer suicide when they purchase a Technician or Engineer to repair the Ore Silo.
- Made the beach slope steeper under the Naval Yard, and reduced infantry access there.
- Added a couple new vehicle routes up to the ridge, closer to the center of the map.
- There is now a walkway on the section of the pipeline between the middle pumpjack and the east pumpjack on the hill, so it's much easier to traverse.
- Fixed a vehicle sticky spot at the base of some pipeline supports.
- Added vehicle blockers so tanks can't attempt to travel up the pipeline from the road and get stuck.
- Soviet BTRs are available on this map.
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Some changes have been made to the side of the map that holds the Soviet base.
- The Soviet base elevation has increased by about 20 meters.
- An Airfield has been added, and some of the Soviet building positions rearranged.
- The flight ceiling has been made soft, in order to compensate for the addition of airplanes.
- The hill by the area where the Barracks used to be (and the Construction Yard now is) has been rotated 180 degrees, which means the Soviets can access it from their base, and it cannot be climbed from the field anymore.
- Eliminated access to the Soviet base from the far west flank.
- Adjusted some details like grass, rocks, trees, props, and textures in the areas that were affected by the above changes. The overhead map that Chrono Tank players use has also been updated.
- Fixed the flipped two-sided settings for big bushes branches/leaves.
- Updated the ice reflect texture on the frozen ground area.
- Soviet bots no longer suicide when they purchase a Technician or Engineer to repair the Ore Silo.
- An underwater texture display that was missing has been restored.
- Moved northern Soviet Service Depot to the east side of the base.
- Removed hard blockers over the tallest mountains, and made it difficult/deadly for players to try exiting their choppers up there.
- Reassigned the textures on the two slopes directly east of the Soviet base to make it much more clear that they are accessible.
- Restored missing ladder rungs in one of the tunnels.
- Fixed texture stretching on a set of rocks.
- Fixed a hole in the ground behind the Soviet War Factory.
- Bots use the side routes more often.
- Added bot support.
- Added some light sources in and adjusted the textures of the tunnel areas.
- Added a ladder up to the dock from the water by the Soviet Barracks.
- Reduced infantry access directly underneath the Naval Yard.
- Added rocks to block vehicle access to front/main hill route.
- Reduced infantry access directly underneath the Naval Yard.
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11 hours ago, GummiBear said:
Is this true for refilling ammo for at helipads/refill pads too?
And is refilling ammo slowed down by taking damage as well?
No and no. 😎
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We have brand new vehicular repair logic! This is of the repair type that comes from buildings, not vehicle-repairing units like the Mechanic. This new logic is now shared between the Service Depot, Naval Yard/Sub Pen, Airfield, and also the Helipad and Refill Pad. All vehicle types can repair at the Service Depot, if they can reach it. Only naval type units can repair at the Naval Yard/Sub Pen. Only airplanes can repair at the Airfield. VTOL units and airplanes (if they can reach it) can repair at Helipads and Refill Pads.
- Vehicle repairs at these facilities are now completely free of charge.
- Vehicles repair at the same rate as before, at 10% per second. More accurately, as far as repair ticks go, they now repair at 1% every 0.1 seconds. This results in the more "slidey" effect rather than large repair chunks.
- If a player starts taking moderate damage from any singular weapon (15 hitpoints or more), repairs will slow down significantly (10% of their normal repair rate) until 5 seconds after they stop taking damage. Aircraft repairing at the Heli/Refill pads or Airfield are similar to this, except their repairs slow down much more easily at 1 hitpoint threshold.
- Multiple vehicles can repair at the same building simultaneously, as long as they can all fit into the area.
- There is no longer a delay when starting to repair, and players no longer need to drive away from and back into the repair area in order to start repairs if the vehicle is damaged at full health while in the area, or if the player enters the vehicle while it's in the repair area.
See the video for how this looks in-game. A big huge thanks to @ CMDBob for implementing this feature. As a note, we can tweak almost anything about this, compared to a rigid set of scripts from before that also varied from building to building.
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Does it still count as Monday's news update if it was submitted before 12:00am Tuesday, Pacific time?
Let's get to it!
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When you buy a naval unit from the Naval Yard or Sub Pen, you will now teleport directly into it. Beware, if you purchase from a different building, unless you are very fast at running, chances are you will need to get into the naval unit the old-fashioned, thief-risky way.I expect large game nights on levels such as Hostile Waters will have less cumbersome purchase queue lines with this feature in play.
@ moonsense715 deserves credit for this feature.
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Rocket Soldiers? So glad you asked! Yeah, their tracking/lock-on ranges are fixed and they got a new lock-on icon. There is now a small delay to lock-on, so it takes slightly more skill than point and click. Only slightly!And since they get pistols too, the other weapons have shifted to slots 2 and 3. Muscle memory be damned.
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I guess we can take this opportunity to show off a couple edits to our vehicles.Behold, two new Chrono Tank camouflage options! Everything's the same as the orange version, except the orange is green.
We also have a replacement MCV model. It's actually old, but is better than the current release and was never implemented till now.
Thanks to @ GeneralCamo for working on these vehicles!
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Tanya needs to use her two C4 charges now to take down a building. Each one is similar in damage and timed like an Engineer's C4. It takes 8 seconds for her to charge up her second C4 and (like the first C4) 1 second to throw it, meaning it may take 39 seconds to kill a building after she throws her first charge. One nice thing here, though, is that she can switch to her Colt and fight with it while the second C4 charge uses up its 8 second cooldown in the background.-----
The Engineer can repair vehicles with his limited golden wrench. It is only at about 75% the effectiveness of the Mechanic's wrench.
No, we're not becoming Renegade.-----
Till tomorrow!3 -
Radar sneaking is when your radar blip becomes invisible to all enemy players, due to holding still or moving very slowly (such as moving while crouched) for 3 seconds. Your blip will become visible once you jog, jump, or shoot, and will become invisible again once you hold still or move slowly. This status is shown with the sneak indictor at the top right of your radar compass. When it is fully visible, this means that your radar sneaking is active.
There is a new feature however that detects players who are radar sneaking. All infantry classes can, within a certain radius, force sneaking blips to appear on every teammate's radar. For most infantry classes however, the range is very close.
50m sneak detection: Captain, Kapitan, Spy
25m sneak detection: Sergeant, Starshina, and Flamethrower
5m sneak detection: all other infantry classesTrying to find those pesky engineers sneaking to your ore silo? Grab a captain! Is Tanya hiding out in a building while her C4 charges are counting down? Grab a flamethrower or starshina!
This information is also accessible on the F1 help screen under the new Gameplay section.
Thanks to @ Eggman891 and @ moonsense715 for making sneak detection possible in our games.
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7 hours ago, Guard55 said:
How did you get the map to change based on player count?
I don't know how map making works so I'm curious to see how that's been done.
One of our maps, Seamist, already does something like this actually. On lower player counts, Allies start with fewer vehicles.
It's easier to do now than it was in making Seamist, though. We have a new option in spawner settings to have a spawner activate or deactivate at Min/Max <defined> number of players in-game.
So I set up the rocks to be spawned in with a spawner that has a maximum player count of 20, but if the count is over that when the round starts, the rocks won't spawn in.
If the player count falls below 20 in the middle of the round, I believe the rocks will appear there (waiting for the area to be clear of obstacles as that's how spawners work), but it won't work the other way around (they won't disappear if player count grows).
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1 hour ago, GummiBear said:
Also I assume you have made sure there is no cheeky way to kill the TC from that modifed soviet CY hill (completely impossible to see if that would be the case from just a SS ofc, just making sure you accounted for it)
Definitely no cheeky way
This is something that was considered and asked of the testers when it was first introduced. There is a flame tower to the left of this position but its shots also get blocked by the terrain. It may need some more adjusting.
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- Popular Post
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Keep Off The Grass
This new route has opened up to the Soviet hill from the Soviet base, which should create some more accessibility to the center, and not let the Allies camp there so easily. You may also find bots using this route.
When the player count is 20 or less, these rocks will exist on the furthest routes from the bases, blocking those routes. On games where the player count is more than this, the routes will be accessible again.
Pipeline
There are two new vehicle routes to the ridge area. This should help with traversing between avenues! In addition (and you may see this in the first screenshot), there is a walkway on the pipeline between the hut and the hill so there is less risk of falling off while running between capture points.
Stormy Valley
The Soviet Service Depot that was outside of the base next to the Dome is now much more front 'n center, making it easier for retreating tanks to get wrenched up.
Volcano
Rocks were added in such a way that vehicles can no longer climb the hill to camp it. The Soviets can rejoice that there will no longer be artillery units nor phase tanks roasting s'mores up there.
Hostile Waters
The icebergs will be a few [thousand] shades darker. No longer will these frosty behemoths forget that it's supposed to be nighttime. Oh yeah, they may have also received a new reflect texture. Thanks to @ GeneralCamo for that!
Under
There will now be some lights to brighten the tunnels. While the older textures and general tunnel shapes are still the same, now they are a bit less drab with lighting. With bots now roaming these halls, you'll definitely want to be able to see your way!
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- Popular Post
- Popular Post
Today's update is all about something completely new to Red Alert: A Path Beyond. And that is: objective markers!
Objective markers are points of interest or importance that appear overlaid on your screen (including a distance readout) to assist with the objective. Most of the time they are relevant to the player's current character or vehicle class. For example, if your base defenses are damaged, and you are a technician or engineer, it will show a wrench that's color-coded based on how damaged the defense is. See example below:
And here is a video showing the above example and 3 more. One that is NOT shown below, but will be in the game, is the sonar pulse (activated by an Allied Spy entering Sub Pen MCT room) revealing submarines to all Allied players using objective markers.
Special thanks to @ moonsense715 and @ Romanov for making this feature available to our games.
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2 hours ago, GummiBear said:
Is the Gem Silo in the cave destructible as well or not?
There are no capturable buildings in this game that are also destructible.
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Here is your APB update for today. The info is copied from the 3.6 changelog, with some additional screenshots of the revamped Canyon River level below.
- The extremely lengthy, circuitous tunnel section is now eliminated, along with all the infantry routes that led into or out of the rear sides of the bases.
- There is a new short, direct, and accessible tunnel route under the east hill to replace the long tunnel route that was removed.
- Inside the cave mentioned above is a capturable gem silo, worth 2 credits per second to the team that captures it using a Technician or Engineer.
- The top of the east hill is no longer accessible.
- The Soviets have extremely easy access to the west hill next to their Barracks, where previously it was difficult to defend.
- The west hill has a couple infantry routes which were moved, appropriated, and simplified from other areas of the map.
- The Allied base building positions have been swapped.
- The Soviet Barracks has moved slightly closer to the War Factory.
- Each team has four defenses, which have been rearranged in their own ways.
- Added bot support.
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APB 3.6 - Visible Level Caution Boundary Variations
Included here are variations for the map boundary texture.
To install the appropriate textures of your choosing, copy the red and green boundary DDS files from the folder of its description into your game's data directory.
For example, if you want to make the red boundary invisible but the green one visible at 2 its normal viewing distance, copy caution_boundary_red.dds from the "Invisible" folder and caution_boundary_green.dds from the "2x Visibility Distance" folder.
Included variations:
- 2x Visibility Distance
- 50% Opacity
- 25% Opacity
- Invisible
The PSD source file is included if you wish to make your own. Keep in mind the image has mip maps included in the main canvas, so when you export to dds, generate DXT-5 and use existing mip maps!!
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Submitter
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Submitted09/19/2021
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Category
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7 hours ago, Shade939 said:
We never even made a role claim.
I made a roleclaim. Even though my night action flavor claim was outlandish, I actually described pretty accurately what one of my night actions did (##gluttony). I just didn't mention devouring bodies to you all for... obvious reasons.
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I wish I'd had more of an opportunity to use my abilities, but am overall pretty happy with how it played out. Shade and I were lucky for a while, and then we got unlucky with Cat5's cop choice and made a couple wrong moves on top of that. It's certainly a learning experience to see how people react when you hold certain cards but try to do various things to manipulate the town.
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3 hours ago, Retaliation said:
Unstoppable kill on a no lynch is scary.
Satan is scary
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10 hours ago, Killing_You said:
Prove me wrong, Chop. Put your money where your mouth is and vote up Shade.
I took your bet, and what did I get out of it?
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How would a jester factor into a LYLO game?
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3 minutes ago, Retaliation said:
I don't think I've ever seen a jester in mafia so maybe this is our first one?
Bastard roles in this 8p game?
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Ok this is getting ridiculous.
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1 minute ago, Shade939 said:
Yeah, I think I'm starting to piece together what's going on then.
Well I can't wait to hear this.
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C&C memes
in Command & Conquer
Posted