xta pimped v4 crashers dont fire

xta pimped v4 crashers dont fire

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pintle
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Joined: 19 Dec 2005, 16:01

xta pimped v4 crashers dont fire

Post by pintle »

umm... basically what it says in the topic, otherwise looking great! Thanks noize.

[just realised this in the wrong place, sorry moderators]
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NOiZE
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Post by NOiZE »

well i didn't ment to get it leaked but i fixed it

http://www.fileuniverse.com/?p=showitem&ID=2566
mongus
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Post by mongus »

|-|4x0|?
pintle
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Post by pintle »

sorry about that, i was led to believe it was public.
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Caydr
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Post by Caydr »

Yeah, damn those hackers, going into an open site and downloading a file that is plainly available... damn them all to hell!! :P
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NOiZE
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Post by NOiZE »

i know it's my own fault
mongus
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Post by mongus »

Hm, pimped edittion still has bugs, regarding xta.

The arm annihilator, has a range of 2000 in the official mod.

in the pimped mod, it has a range of 2100, or is it supposed to be a modified version?

e: aint it strange for anyone (xtaer) else, to have a buged mod of a mod, as the default for spring?.

The eyecandy is not that important for me, as is the playablility/balance/polished product, and is what xta se 66 offers, as the official version.
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NOiZE
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Post by NOiZE »

so XTA PE is bad because of 100 range difference..

Well honestly i hav no idea how it got in..
mongus
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Post by mongus »

Its not bad, but its not xta, and i dont like evolva units, and preffer xta scales, so thats why i rather it as default.


In related news, i was bout to complain bc pewees dont have the healtime=30; tag, but there is no use, as a bug seems to taken place of that counter, and its something like 20-22 secs, for units that have it, or have a completelly different value there (like 100).

It heals the pewees by 19 hp/s.

Autoheal=10; tag is supposed to work with healtime, and can change the ammount of hp/s the unit recieves.

If healtime is missing, autoheal will start working inmediatly after the damage is taken.

Same thing for Idleautoheal, and idletime, the unit will start autohealing around 20 secs since it was hitted.

If the idletime tag is missing, it will still wait 20 secs, unlike Autoheal/healtime.

Not sure if its worth more testing, will submit the bug.

And, what is steeringmode=2; for? xta raven has this tag, while pimped doesnt.
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NOiZE
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Post by NOiZE »

did you check with the latest pimped?

it got exactly the same fbi's as the se version
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Maelstrom
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Post by Maelstrom »

You realise that you could just made an add-on mod like Caydr does with AA to swap the models over, so you wouldnt even have to post the FBI's with it, minimising any chance of change? That would seem the best option to me...
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NOiZE
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Post by NOiZE »

Maelstrom wrote:You realise that you could just made an add-on mod like Caydr does with AA to swap the models over, so you wouldnt even have to post the FBI's with it, minimising any chance of change? That would seem the best option to me...
no because i added buildpic=; into the fbi's

also some scripts are changed because some of the models use other names for some objects

and it's better to let it be independed. imo
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SinbadEV
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Post by SinbadEV »

PE has the advantage of only using side data instead of a big ugly mess of download files... makes it a cleaner base to use for add-on mods.

Though personally... I like the look of the classic models over the pimped ones too...
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NOiZE
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Post by NOiZE »

yeay inside the archive the SE XTA is a real mess.
mongus
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Post by mongus »

NOiZE wrote:did you check with the latest pimped?

it got exactly the same fbi's as the se version
You are rigth, its there.

e: that tag is in "not used by spring section"
e2:suddenly all tags are there... what version of pimped i was using?...! /-/├é┬À\ж()Я.

my apologies.

the rest stands altough, look for rapier(core bulldog equivalent) scale, it looks like a raider :D

and what is that steeringmode=2 thing? its not in the wiki... maybe somwhere else.

e: why Maelstrom Fbi editor doesnt have a weapon section.. .... or it was me.. .er.. and its not at FU.. dah.. where is that thread!..

edit3:
Influenza wrote:SteeringMode has to do with the way the unit turns itself, whether it can turn in place like Vehicles or if it has to move forward while turning like Kbots. I *think*, though there's a good chance I'm wrong.
from FU forums.
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NOiZE
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Post by NOiZE »

Steeringmode can set if a unit would be default on manuver/roam/hold pos. but as far as i know, that tag does not work in spring.

Also here's 2 screens pasted together so you can compare some units, and the scale looks pretty good to me tbh.

Image
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SinbadEV
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Post by SinbadEV »

Okay... so basically I don't like the commanders and that's about it...
mongus
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Post by mongus »

Well, seen in that shot, there is no difference, altought PE reaper is marginally shorter than xta.

Labs seem smaller in PE as well.

I agree its just details now, will pm when i find something worth it in the evolva units.

altougth i rather xta myself, i thank you for the effort in making it more alike.
Chocapic
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Post by Chocapic »

i think the arm comm looks uber cool
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Maelstrom
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Post by Maelstrom »

mongus wrote:e: why Maelstrom Fbi editor doesnt have a weapon section.. .... or it was me.. .er.. and its not at FU.. dah.. where is that thread!..
The FBI editor doesnt have a Weapon editor cause I didnt know how weapons worked back then enough. But Paulo is going to release his all-in-one mod editor soon, so just wait a bit and you can use that.
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