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Posts posted by ChopBam
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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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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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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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@ Category 5 Hurricane Now that I think about it, there is actually a way I can see you being a cop. If you had an accurate result on N1, but after announcing your role yesterday if someone messed with your report last night instead of outright nightkilling you. Could this be a plausible explanation?
I had some ability like this during the Cuban Missile Crisis mafia.
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11 minutes ago, Retaliation said:
No the problem is your night action sounds unusable and then your day action sounds like it's not doing what you're saying it does.
My night action hasn't been able to be used properly up till this point. Day action does what I said it does, but not anymore. Just facts of life.
1 minute ago, Killing_You said:Frankly, I'm open to a Shade lynch. I believe the scum team is ChopBam and Shade at this point.
Prove me wrong, Chop. Put your money where your mouth is and vote up Shade.
##vote Shade939
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1 hour ago, Shade939 said:
Clearly I'm trying to imitate OrangeP47.
1 hour ago, Shade939 said:In all fairness, I see no benefit at doing a role claim today.
Frankly, reading these posts gives me monty python frenchman vibes.
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It's Cat5 and Shade, man. How easy to claim insane cop so he could "realize" it later and then turn on the person he initially cleared, only after using him to help push a lynch train on another townie. An insane cop claim that is yet unfalsifiable. But let's jump on ChopBam because his nighttime ability claim sounds weird in this CYOR game where you can expect weird things. And pay no attention to the man who hasn't roleclaimed claimed anything yet but has gotten town reads from literally everybody up to this point.
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2 minutes ago, Retaliation said:
So who is it?
Have you only been looking at my George Takei pictures (fabulous as they are) and read nothing else in my posts?
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3 minutes ago, Killing_You said:
Long version: That's an item I have. A bag of THC gummy bears. They remove a target's protection for whichever phase they're used on. I had a sneaking suspicion someone naughty would have that kind of trick up their sleeve.
Still not me though, good job wasting those.
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3.6 News - Radar Sneaking
in Red Alert: A Path Beyond
Posted
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 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.
Thanks to @ Eggman891 and @ moonsense715 for making sneak detection possible in our games.