XTA 9.51
Moderator: Moderators
Re: XTA 9.51
changelog wrote: Peewee and Flash weapon
accuracy decreased by 100 percent.
- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56
Re: XTA 9.51
do they shoot in the other direction then? :D
-
- Posts: 1176
- Joined: 23 Aug 2007, 19:46
Re: XTA 9.51
Yeah - it's written in a modder's point of view and as such not perfect for a changelog. For those who still wonder: An accuracy value of 0 makes a weapon perfectly accurate. Any value >0 makes it less accurate...
Re: XTA 9.51
That's no bugfix then. Someone thought flash were too good in the hands of someone with any amount of unit control...[Krogoth86] wrote:Yeah - it's written in a modder's point of view and as such not perfect for a changelog. For those who still wonder: An accuracy value of 0 makes a weapon perfectly accurate. Any value >0 makes it less accurate...
Re: XTA 9.51
Flash/pw weapon fx had recently been changed so that the projectile fired much faster. This, given their previous propensity for under-leading a moving target, amounted to an accuracy buff.
Flash vs gator and ak vs pw had up until that point boiled down to arm having vastly superior dps for cost, whereas core had the capability to kite the arm units, and take x number down with minimal losses.
They now seem to function somewhat as they used to, tho I haven't had many games to test thoroughly.
Flash vs gator and ak vs pw had up until that point boiled down to arm having vastly superior dps for cost, whereas core had the capability to kite the arm units, and take x number down with minimal losses.
They now seem to function somewhat as they used to, tho I haven't had many games to test thoroughly.
Re: XTA 9.51
Stealth is still broken.
Dragon Teeth does not work.
Con explosions are too green, has some work to do.
Dragon Teeth does not work.
Con explosions are too green, has some work to do.
Re: XTA 9.51
wait with it...
a new release is coming,god knows whats gonna change..
a new release is coming,god knows whats gonna change..
Re: XTA 9.51
Add red to the fire....fire is never so bright.
Besides that...nice..
Besides that...nice..
Re: XTA 9.51
Hi!
Is it another LUA or TAK script includes?
vonGratz
Is it another LUA or TAK script includes?
vonGratz
Re: XTA 9.51
Someone marginally more artisticly inclined then i should make a banner of that tank.
- Attachments
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- tankbanner.gif
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Re: XTA 9.51
.BOS scripts, aka I guess TAK scripts.VonGratz wrote:Hi!
Is it another LUA or TAK script includes?
vonGratz
Theres a few things I need to do, not only fx wise, but randomizing the fire, add electric sparks etc. This is the simple version if you want to dissect it, very simple at the moment vongratz, add 5 points with upspring or 3do builder onto the model numbered from ignite1 to ignite5 or depending on how much you want whatever.
Copy this near the top of the .bos script somewhere...
Code: Select all
FlameControl()
{
while( get BUILD_PERCENT_LEFT )
{
sleep 400;
}
while( TRUE )
{
if( Flame1 )
{
emit-sfx 1024 + 2 from ignite1;
sleep 10;
}
if( Flame2 )
{
emit-sfx 1024 + 2 from ignite2;
sleep 10;
}
if( Flame3 )
{
emit-sfx 1024 + 2 from ignite3;
sleep 10;
}
if( Flame4 )
{
emit-sfx 1024 + 2 from ignite4;
sleep 10;
}
if( Flame5 )
{
emit-sfx 1024 + 2 from ignite5;
sleep 10;
}
sleep 10;
return (0);
}
sleep 10;
return (0);
}
Flameon(Func_Var_3)
{
start-script FlameControl();
Func_Var_3 = get HEALTH;
if( Func_Var_3 <= 80 )
{
if( Flame1 == 0 )
{
Flame1 = 1;
sleep 10;
}
}
if( Func_Var_3 <= 60 )
{
if( Flame2 == 0 )
{
Flame2 = 1;
sleep 10;
}
}
if( Func_Var_3 <= 45 )
{
if( Flame3 == 0 )
{
Flame3 = 1;
sleep 10;
}
}
if( Func_Var_3 <= 25 )
{
if( Flame4 == 0 )
{
Flame4 = 1;
sleep 10;
}
}
if( Func_Var_3 <= 10 )
{
if( Flame5 == 0 )
{
Flame5 = 1;
sleep 10;
}
}
if( Func_Var_3 >= 90 )
{
if( Flame1 == 1 )
{
Flame1 = 0;
sleep 10;
}
}
if( Func_Var_3 >= 90 )
{
if( Flame2 == 1 )
{
Flame2 = 0;
sleep 10;
}
}
if( Func_Var_3 >= 55 )
{
if( Flame3 == 1 )
{
Flame3 = 0;
sleep 10;
}
}
if( Func_Var_3 >= 35 )
{
if( Flame4 == 1 )
{
Flame4 = 0;
sleep 10;
}
}
if( Func_Var_3 >= 20 )
{
if( Flame5 == 1 )
{
Flame5 = 0;
sleep 10;
}
}
start-script Flameon();
sleep 10;
return (0);
}
Code: Select all
Create()
{
hide ignite1;
hide ignite2;
hide ignite3;
hide ignite4;
hide ignite5;
Flame1 = 0;
Flame2 = 0;
Flame3 = 0;
Flame4 = 0;
Flame5 = 0;
start-script Flameon();
}
Code: Select all
static-var Flame1, Flame2, Flame3, Flame4, Flame5;
Code: Select all
piece ignite1, ignite2, ignite3, ignite4, ignite5;
Re: XTA 9.51
As ever .Many thanksNoruas wrote: I hope you find it helpful...
vonGratz
Re: XTA 9.51
Banner, like that one at the top, not wallpaper... or are you being ironic.AF wrote:
Re: XTA 9.51
could that fire be applied to unit corpses?
- Tribulexrenamed
- Posts: 775
- Joined: 22 Apr 2008, 19:06
Re: XTA 9.51
If the corpse were a unit, with a cob script, then yes, it could be applied.