sweet!colorblind wrote:I've uploaded a patch to resolve the issue with the radardots on Mantis:
http://taspring.clan-sy.com/mantis/view.php?id=198
Another 0.72b1 test
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Re: patch for radar dots tooltip
I only tried it on my laptop with shadows off. I'll try it later with shadows on and see if they're blue.NOiZE wrote:I get blue fire, when i enable shadows, without shadows it works fine...
Also the radar blibs are not appearing on the map for me, they only appear on the minimap
(my shield is priettier than yours!

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Has anyone figured out how to use interceptedbyshieldtype=; yet?
I tried putting interceptedbyshieldtype=9; in all the weapons I wanted to be shield-intercepted, then putting shieldinterceptortype=9; in the shield file, but this doesn't work.
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someone make a patchNOiZE wrote:I get blue fire, when i enable shadows, without shadows it works fine...
Also the radar blibs are not appearing on the map for me, they only appear on the minimap
seriously, though, he's right... they work fine with shadows off, but are blue with shadows on... also, trees dont seem to render (for me) with shadows on
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As a scriptor, I want to give jc part of my soul right now. I hope you all realize everything this means.Caydr wrote:... I think it's the script. Whereas before you could just slap a repulsor onto any old thing whether it actually had a weapon scripted for it or not, I guess now it actually needs it in the script. I'll test this.
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Yeah, that was it. I put this in the script and now it's fine:
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Arch goes to download the client to see how all this stuff fairs on his ancient gpu.
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Ok, we can do all sorts of cool stuff to control when the shields are on. We can base it off the units on/off state rather easily (variable here, if there), we could base it off whether or not the unit is moving (get SPEED? yessss), we could determine it by unit experience (get VETERAN_LEVEL anyone?), map windspeed or metal value of where it is (SetSpeed function and appropriate fbi settings), whether or not other weapons are firing or aiming (either one, or both), how long the unit has been alive (simple timer), being near other units or a specific other unit (unit detection using Zwzsg style unit detection, and height checking), unit health (get HEALTH iirc), random values, the status of any function we have in our script.
Basically, we have alot of control.
Hmm, and it probably could be turned into a good AMS system pretty easily. I'll have to find out if when it affects an incoming projectile it triggers the FireWeaponX function, though with those tags it could probably still be done without that.
Basically, we have alot of control.
Hmm, and it probably could be turned into a good AMS system pretty easily. I'll have to find out if when it affects an incoming projectile it triggers the FireWeaponX function, though with those tags it could probably still be done without that.