List of commands and cheat.
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- Posts: 1
- Joined: 29 Apr 2005, 16:25
List of commands and cheat.
Please help me, exsiste a list complete of commands and cheat of TA Spring?
Thanks to all.
Thanks to all.
somewhere in http://taspring.clan-sy.com/wiki/FAQ
http://taspring.clan-sy.com/wiki/Using_Spring is a more complete list...
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Allowing a force fire function to FPS would give a massive advantage to FPS controlling your units at crucial moments, as you would be able to ignore the friendly fire collision detection. Someone could jump into a sentinel during a raid and wipe those incoming flashes without worrying about it not firing half the time because your units are in the way.
Not voicing my opinion on whether it is a good thing or a bad thing; just raising the possible ramifications.
Not voicing my opinion on whether it is a good thing or a bad thing; just raising the possible ramifications.
I completely agree with this man.Warlord Zsinj wrote:words
There was a reason that units now have a max pitch that they can fire at. Same with why units with missiles have them go nuts at the end of their path. Without these limitations, FPS mode completely breaks the game.
In FPS mode in .50b1, it was entirely possible to use the immolator as a personal bertha, effectively doubling it's range. The radar "wander" didn't matter, as the controller could, at a whim, target where he thinks the enemy is, and fire without worrying about the radar dots, getting perfect range and accuracy.
To a lesser extent, Mortys could be FPSed in 50b1 so that you can fire off the hills in small divide and hit absolutely any target on the map. I managed to take out a guardian this way.
Don't misunderstand me, I don't want the FPS mode to dissapear entirely. I think it adds another level of strategy to the game, as a FPSed unit marching alongside other units is going to be a more effective group than just normal troops.
I would add EVERYTHING that has something to do with what happens when you are in a spring game... so yes, even debug stuff... and then when we have too much for 1 page we can break it up into separate pages... stuff like debug should be easy to find, but maybe not right there... you could make a new wiki page for debugging and link to it in the section where the text-commands show up...
i dont think fps mode breaks it so much, but yeah the missles were just dumb before, but think about it, you will lose all your micro when ur in fps mode... you should have a really good reason to go in fps mode.
i personally love fpsing sniper kbots...
a nice feature would be to add squad support, as in you can group togehter say 5 shooters, and they will follow you, and target evrything you target. for this youll need to remove that autotargeting tho.
hm.. OT?
i personally love fpsing sniper kbots...
a nice feature would be to add squad support, as in you can group togehter say 5 shooters, and they will follow you, and target evrything you target. for this youll need to remove that autotargeting tho.
hm.. OT?
You'd have to explain me how being able to blow your own stuff if you're not careful and how having to precisely aim each shot by yourself gives any advantage to the player that let the sentinel works alone. Because when left alone, the sentinel will pick up targets with pinpoint accuracy, will calculate line of fire to avoid any friendly fire, while instantly find any new target and turn at max turn speed toward it, etc...Warlord Zsinj wrote:Allowing a force fire function to FPS would give a massive advantage to FPS controlling your units at crucial moments, as you would be able to ignore the friendly fire collision detection. Someone could jump into a sentinel during a raid and wipe those incoming flashes without worrying about it not firing half the time because your units are in the way.
Not voicing my opinion on whether it is a good thing or a bad thing; just raising the possible ramifications.
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
I think he's insinuating that you would be able to shoot around units that are standing in the way, rather then AI deciding that you can't shoot because there's a collision sphere in the way. Rest assured Zsinj, the AI isn't just being stupid, the collision spheres acctually are that big and unaccurate.zwzsg wrote:You'd have to explain me how being able to blow your own stuff if you're not careful and how having to precisely aim each shot by yourself gives any advantage to the player that let the sentinel works alone. Because when left alone, the sentinel will pick up targets with pinpoint accuracy, will calculate line of fire to avoid any friendly fire, while instantly find any new target and turn at max turn speed toward it, etc...Warlord Zsinj wrote:Allowing a force fire function to FPS would give a massive advantage to FPS controlling your units at crucial moments, as you would be able to ignore the friendly fire collision detection. Someone could jump into a sentinel during a raid and wipe those incoming flashes without worrying about it not firing half the time because your units are in the way.
Not voicing my opinion on whether it is a good thing or a bad thing; just raising the possible ramifications.
also, Zw, you get better range when in fps, you can take potshots at defened positions on top of hills better (even if its the friggin eiffeltower up there, it wont shoot a bit up)SwiftSpear wrote:I think he's insinuating that you would be able to shoot around units that are standing in the way, rather then AI deciding that you can't shoot because there's a collision sphere in the way. Rest assured Zsinj, the AI isn't just being stupid, the collision spheres acctually are that big and unaccurate.zwzsg wrote:You'd have to explain me how being able to blow your own stuff if you're not careful and how having to precisely aim each shot by yourself gives any advantage to the player that let the sentinel works alone. Because when left alone, the sentinel will pick up targets with pinpoint accuracy, will calculate line of fire to avoid any friendly fire, while instantly find any new target and turn at max turn speed toward it, etc...Warlord Zsinj wrote:Allowing a force fire function to FPS would give a massive advantage to FPS controlling your units at crucial moments, as you would be able to ignore the friendly fire collision detection. Someone could jump into a sentinel during a raid and wipe those incoming flashes without worrying about it not firing half the time because your units are in the way.
Not voicing my opinion on whether it is a good thing or a bad thing; just raising the possible ramifications.
I want to be able to FPS and kill a couple of my own units when I'm trying to d-gun a bunch of swarming Kbots... I want it to be hard to do... like holding down CTRL-SHIFT-ALT and using F as the fire key instead of clicking or toggeling... etc... also cause it's fun to try to shoot down my own planes for practive...
Sometimes Artillery can be stupid; I've found that firing at something on the mountain with a toaster on Small Divide in FPS mode does hell of a lot more damage then letting the AI use it by itself - it aims at the center of the target, sometimes firing over the mountain, while I fire at its base.zwzsg wrote:You'd have to explain me how being able to blow your own stuff if you're not careful and how having to precisely aim each shot by yourself gives any advantage to the player that let the sentinel works alone. Because when left alone, the sentinel will pick up targets with pinpoint accuracy, will calculate line of fire to avoid any friendly fire, while instantly find any new target and turn at max turn speed toward it, etc...
Eerk, long sentence

- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
Artillery are very stupid. If you put them on a higher altitude then thier target they get thouroughly confused by a lack of direct LOS and often stop firing all together. When they do fire for some reason high altitude firing to lower altitudes is several times less accurate then normal artillery fire, dispite the fact that from a LOS prespective they are aiming at a WAY bigger target.Aun wrote:Sometimes Artillery can be stupid; I've found that firing at something on the mountain with a toaster on Small Divide in FPS mode does hell of a lot more damage then letting the AI use it by itself - it aims at the center of the target, sometimes firing over the mountain, while I fire at its base.zwzsg wrote:You'd have to explain me how being able to blow your own stuff if you're not careful and how having to precisely aim each shot by yourself gives any advantage to the player that let the sentinel works alone. Because when left alone, the sentinel will pick up targets with pinpoint accuracy, will calculate line of fire to avoid any friendly fire, while instantly find any new target and turn at max turn speed toward it, etc...
Eerk, long sentence