Absolute Annihilation: Spring[old]
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I really agree with zenka on the anni height, they are sooooo low.
By the way what does the on/off switch do on the fido?¿?
..okay maybe they arent that low but iv had bad experiences with having to remove dragons teeth from around them
By the way what does the on/off switch do on the fido?¿?
..okay maybe they arent that low but iv had bad experiences with having to remove dragons teeth from around them

Last edited by Denied on 16 Feb 2006, 16:15, edited 1 time in total.
*wild stab in the dark*
possibly a script thing, maybe you should change the... *flinch* "aim point" or something like that?
I think that when you FPS an Orcone (or Karganeth, or one of those), your view jumps from one barrel to the other, and if I overheard correctly, these are the points from which the weapon is scripted to aim. I could be grossly wrong though, it would be better to ask a scripter.
possibly a script thing, maybe you should change the... *flinch* "aim point" or something like that?
I think that when you FPS an Orcone (or Karganeth, or one of those), your view jumps from one barrel to the other, and if I overheard correctly, these are the points from which the weapon is scripted to aim. I could be grossly wrong though, it would be better to ask a scripter.
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IIRC its the point defined in the queryweapon1 function that determines were it places you in fps mode.
Fizz is correct, it switched between a los weapon mode and ballistic mode (making Fido's multi-capable with the ability to handle fast moving units with a direct fire and much faster gauss cannon, and dt entrenched defences firing ballistic *hugs a fido*). The scripting is all probably still there, though not too useful with the ballistic modes Spring has. oh, and its not quite exactly from UH anymore, theirs used a command fire to shoot a ballistic shotBy the way what does the on/off switch do on the fido?
Figured out what is wrong with exploiter aiming speed - see, it's scripted so that its turret rotation speed varies depending on how much metal it's extracting, preventing it from being spammed all over the place (as it is MEANT to be a pretty powerful turret). As you've probably noticed, extractors spin less quickly in Spring, and this also applied to the speed at which the turret could turn.
No, it's not... I guess spring handles this differently from OTA. I'll try another tag.
Going to try and get this Annihilator height thing fixed, then there'll be another release.
Going to try and get this Annihilator height thing fixed, then there'll be another release.
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updated
Last edited by Caydr on 18 Feb 2006, 07:52, edited 1 time in total.
- Forboding Angel
- Evolution RTS Developer
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Why are the units being removed? I thought they filled a roll.Caydr wrote:Code: Select all
1.43 --> 1.44 HLLT, Beamer, Packo, Nautilus, SAM removed
LLTs, as you see, are getting a small boost as well... I really couldn't justify leaving HLLT and Beamer in any longer. They served a bit of a purpose in OTA but now not so much. Even in OTA it was pretty debatable... The anti-fighter turrets, Packo and SAM, similarly were very useful in OTA since mass-fighters were so powerful. Since spring naturally nerfs fighters (and I'm not complaining here) by reducing their turning to something realistic, they're not so great anymore. Nautilus is an unnecessary UH gimmick and I doubt half the people here even know what it is.
Updated changelog:
Updated changelog:
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Updated..........again.....
Last edited by Caydr on 18 Feb 2006, 18:36, edited 4 times in total.