List of commands and cheat.
Posted: 15 Oct 2005, 18:57
Please help me, exsiste a list complete of commands and cheat of TA Spring?
Thanks to all.
Thanks to all.
Open Source Realtime Strategy Game Engine
https://springrts.com/phpbb/
So that's what Free Fire is...GrOuNd_ZeRo wrote:Added Right Mouse on FPS, it activates Free-Fire mode, AI aims and shoots for you.
I completely agree with this man.Warlord Zsinj wrote:words
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 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.
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...
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