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ChopBam

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Posts posted by ChopBam

  1. 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.

     

  2. Does it still count as Monday's news update if it was submitted before 12:00am Tuesday, Pacific time?

    2021-09-27_23-59-18.png

    Let's get to it!

    -----
    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.

    -----
    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!

    Tracking ranges fixed.png

    And since they get pistols too, the other weapons have shifted to slots 2 and 3. Muscle memory be damned.

    Rocket Guys Get Pistols.png

    Pistol 1 Rocket 2 AA 3.png

    -----
    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.

    CTNK GreenGray.pngCTNK GreenBlue.png

    We also have a replacement MCV model. It's actually old, but is better than the current release and was never implemented till now.

    New MCV.png

    Thanks to @ GeneralCamo  for working on these vehicles!

    -----
    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.

    Tanya Two C4.png

    -----
    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.

    Engineer Repair Vehicles.png

    -----
    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.

    sneak indicator.png

    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 classes

    Trying 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.

    gameplay tab - sneaking.png

    Thanks to @ Eggman891  and @ moonsense715 for making sneak detection possible in our games.

  4. 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).

  5. 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
    6CHw8Am.jpeg

    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.

  6. 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.

    Canyon River - 3.6.0.0 - 01.pngCanyon River - 3.6.0.0 - 02.png
    Canyon River - 3.6.0.0 - 03.pngCanyon River - 3.6.0.0 - 04.png
    Canyon River - 3.6.0.0 - 05.pngCanyon River - 3.6.0.0 - 06.pngCanyon River - 3.6.0.0 - 07.pngCanyon River - 3.6.0.0 - 08.png
    Canyon River - 3.6.0.0 - 09.pngCanyon River - 3.6.0.0 - 10.png
    Canyon River - 3.6.0.0 - 11.pngCanyon River - 3.6.0.0 - 12.png
    Canyon River - 3.6.0.0 - 13.pngCanyon River - 3.6.0.0 - 14.png
    Canyon River - 3.6.0.0 - 15.pngCanyon River - 3.6.0.0 - 16.png
    Canyon River - 3.6.0.0 - 17.pngCanyon River - 3.6.0.0 - 18.png
    Canyon River - 3.6.0.0 - 19.pngCanyon River - 3.6.0.0 - 20.png
    Canyon River - 3.6.0.0 - 21.png

  7. 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!!


     

  8. 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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