XTA 9.51

XTA 9.51

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pintle
Posts: 1763
Joined: 19 Dec 2005, 16:01

XTA 9.51

Post by pintle »

Bug fix release mainly.

http://spring.jobjol.nl/show_file.php?id=922

Props to Noruas
bashar
Posts: 152
Joined: 03 Dec 2006, 23:06

Re: XTA 9.51

Post by bashar »

changelog wrote: Peewee and Flash weapon
accuracy decreased by 100 percent.
:shock:
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Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Re: XTA 9.51

Post by Machiosabre »

do they shoot in the other direction then? :D
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: XTA 9.51

Post by [Krogoth86] »

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...
PRO_Muffy
Posts: 49
Joined: 14 Jul 2006, 02:59

Re: XTA 9.51

Post by PRO_Muffy »

[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...
That's no bugfix then. :P Someone thought flash were too good in the hands of someone with any amount of unit control...
pintle
Posts: 1763
Joined: 19 Dec 2005, 16:01

Re: XTA 9.51

Post by pintle »

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.
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Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Re: XTA 9.51

Post by Noruas »

Stealth is still broken.
Dragon Teeth does not work.
Con explosions are too green, has some work to do.
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: XTA 9.51

Post by Gota »

wait with it...
a new release is coming,god knows whats gonna change..
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Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Re: XTA 9.51

Post by Noruas »

For Xta 9.52, not released atm but coming soon.


ImageImage

ImageImage

ImageImage

ImageImage

ImageImage

High Hit point units will catch fire to show progress.
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: XTA 9.51

Post by Gota »

Add red to the fire....fire is never so bright.
Besides that...nice..
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VonGratz
Posts: 471
Joined: 03 May 2005, 05:25

Re: XTA 9.51

Post by VonGratz »

Hi!
Is it another LUA or TAK script includes?
vonGratz
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Re: XTA 9.51

Post by SinbadEV »

Someone marginally more artisticly inclined then i should make a banner of that tank.

Image
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Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Re: XTA 9.51

Post by Noruas »

VonGratz wrote:Hi!
Is it another LUA or TAK script includes?
vonGratz
.BOS scripts, aka I guess TAK scripts.

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);
}
Add the lines here into create()

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();
}
Make sure you have static vars.

Code: Select all

static-var  Flame1, Flame2, Flame3, Flame4, Flame5;
And last but not least name the pieces in the .bos.

Code: Select all

piece  ignite1, ignite2, ignite3, ignite4, ignite5;
I hope you find it helpful...
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: XTA 9.51

Post by AF »

Image
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VonGratz
Posts: 471
Joined: 03 May 2005, 05:25

Re: XTA 9.51

Post by VonGratz »

Noruas wrote: I hope you find it helpful...
As ever :!: .Many thanks :-)
vonGratz :wink:
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Re: XTA 9.51

Post by SinbadEV »

AF wrote:Image
Banner, like that one at the top, not wallpaper... or are you being ironic.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: XTA 9.51

Post by AF »

Image
pintle
Posts: 1763
Joined: 19 Dec 2005, 16:01

Re: XTA 9.51

Post by pintle »

could that fire be applied to unit corpses?
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Tribulexrenamed
Posts: 775
Joined: 22 Apr 2008, 19:06

Re: XTA 9.51

Post by Tribulexrenamed »

If the corpse were a unit, with a cob script, then yes, it could be applied.
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