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Re: Balanced Annihilation V6.1

Posted: 16 Feb 2008, 13:47
by [Krogoth86]
Klopper wrote:Maybe it would somehow be possible to let them switch between this and current behavior with the on/off button?
Well as this is pretty much a decision you made in the unit's FBI it would be quite difficult to do something like that. So in the end it's something that the allmighty LUA would have to deal with although I don't see this as an important feature...

Re: Balanced Annihilation V6.1

Posted: 16 Feb 2008, 14:33
by LordMatt
elturisto wrote:Need a link to this (BA6.1). UHF is down.

Any help?
http://spring.clan-sy.com/dl/installer/ ... ersion.sd7

Re: Balanced Annihilation V6.1

Posted: 23 Feb 2008, 10:03
by NOiZE
My todo list says:

fix minelayers


but whats actually wrong with them?

Re: Balanced Annihilation V6.1

Posted: 23 Feb 2008, 11:58
by [Krogoth86]
Maybe the minor fact I mentioned some releases ago that they use the Bogus Missile as weapon instead of the Minesweeper. So make the Minesweeper the only weapon and put in some OnlyTargetCategoryX=MINE ...

Re: Balanced Annihilation V6.1

Posted: 23 Feb 2008, 13:34
by NOiZE
[Krogoth86] wrote:Maybe the minor fact I mentioned some releases ago that they use the Bogus Missile as weapon instead of the Minesweeper. So make the Minesweeper the only weapon and put in some OnlyTargetCategoryX=MINE ...
ah yes that works more elgant.

Re: Balanced Annihilation V6.1

Posted: 23 Feb 2008, 14:36
by Klopper
NOiZE wrote:
[Krogoth86] wrote:Maybe the minor fact I mentioned some releases ago that they use the Bogus Missile as weapon instead of the Minesweeper. So make the Minesweeper the only weapon and put in some OnlyTargetCategoryX=MINE ...
ah yes that works more elgant.

What do you guys think about giving them reclaim and making them a bit more expensive to compensate? That way they also could clear wreckage and DTs while not being able to do it fast due to their low workertime...
Also, setting up a Dragon's Eye takes them an eternity :?

Re: Balanced Annihilation V6.1

Posted: 23 Feb 2008, 23:58
by YokoZar
Klopper wrote:
NOiZE wrote:
[Krogoth86] wrote:Maybe the minor fact I mentioned some releases ago that they use the Bogus Missile as weapon instead of the Minesweeper. So make the Minesweeper the only weapon and put in some OnlyTargetCategoryX=MINE ...
ah yes that works more elgant.

What do you guys think about giving them reclaim and making them a bit more expensive to compensate? That way they also could clear wreckage and DTs while not being able to do it fast due to their low workertime...
Also, setting up a Dragon's Eye takes them an eternity :?
There is a separate reclaimtime variable so these two things don't necessarily have to go together. It sounds like a good idea - certainly better than building a fat mine next to the wreckage and detonating it ;)


By the way, is there a specific reason that minelayers can't lay the medium mines?

Re: Balanced Annihilation V6.1

Posted: 25 Feb 2008, 02:34
by Aurora
Ok, I have a major problem with this mod... I haven't been able to play it for half a year! :( When I join a server, I will eventually desync, and when I host, every player will eventually desync. I can't remember what changed back then when the problem showed up, nothing with my PC I'm sure... It might've been some BA update... I can't remember. It doesn't happen with any other mod. I really want to find out what's wrong but I have no clue where to start. I originally reported the problem here:

viewtopic.php?f=11&t=11849

Please help me! :cry:

Re: Balanced Annihilation V6.1

Posted: 25 Feb 2008, 04:45
by Neddie
You need otacontent.sdz, I think.

Re: Balanced Annihilation V6.1

Posted: 25 Feb 2008, 19:49
by Aurora
I have it in spring/base

Re: Balanced Annihilation V6.1

Posted: 25 Feb 2008, 20:27
by [Krogoth86]
Do you have Windows Vista?

Also try to disable all whatsoever LUA widgets you have running and maybe try out to completely disable the LUA stuff using the options in the settings.exe...

Re: Balanced Annihilation V6.1

Posted: 25 Feb 2008, 21:20
by Aurora
I have Windows XP

Though I didn't enable LUA back when the problem came to exist, I have it turned on now... I'll disable it.

Re: Balanced Annihilation V6.1

Posted: 25 Feb 2008, 21:33
by Evil4Zerggin
I've figured out why the Banisher's missiles disappear after being fired and never come back. When you put a show statement in FireWeaponX(), it doesn't actually show the piece--it creates smoke instead. You can get around this by moving the showing and hiding of the missiles to ShotX().

Re: Balanced Annihilation V6.1

Posted: 25 Feb 2008, 22:34
by KDR_11k
I think I said that before, was told it's on purpose that they don't reappear.

Re: Balanced Annihilation V6.1

Posted: 25 Feb 2008, 22:40
by Pxtl
KDR_11k wrote:I think I said that before, was told it's on purpose that they don't reappear.
Still, it'd be nice if there was a flag that could be set on units to disable counterintuitive OTA-based workarounds like this.

Re: Balanced Annihilation V6.1

Posted: 26 Feb 2008, 01:36
by LordMatt
Cleaning out your mods folder/reinstalling spring would probably fix the issue.

Re: Balanced Annihilation V6.1

Posted: 26 Feb 2008, 02:03
by Aurora
That's what I tried first, if you read the topic I put a link to.

Re: Balanced Annihilation V6.1

Posted: 26 Feb 2008, 02:08
by LordMatt
What about a completely fresh install, with no mods or maps copied over?

Re: Balanced Annihilation V6.1

Posted: 26 Feb 2008, 08:50
by KDR_11k
Pxtl wrote:
KDR_11k wrote:I think I said that before, was told it's on purpose that they don't reappear.
Still, it'd be nice if there was a flag that could be set on units to disable counterintuitive OTA-based workarounds like this.
I think it should be the other way around, counterintuitive behaviour and hacks should be non-default.

Re: Balanced Annihilation V6.1

Posted: 01 Mar 2008, 19:01
by [Krogoth86]
Well I've found two minor things again:
1.)
Well I don't know if this is the way it is since the Cavedog days but the Core Slinger AA-Hover has a strange appearance:
Image
Well with that said I created a corrected version with correct animation which also only occurs when the Slinger actually aims:
Image

2.)
I found the Commando's fire- and FX-emitterpoint to be dislocated.

I'll attach a rar with the fixed files to this posting...