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Old 11-06-2009, 01:09 PM   #2026
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I did that, Don, altough I saw the tank in my play test...
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Old 11-06-2009, 03:28 PM   #2027
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Have you play tested it in the sdk?
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Old 11-06-2009, 04:51 PM   #2028
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no, in my retail version...

I saw/drove the tank and the anansi.
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Old 11-06-2009, 06:49 PM   #2029
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Hey Don,

you don't have to use "pseudo" territories to spawn extra vehicles on script events - that will just complicate things more than needed IMO.

Add script keys for the extra vehicles in worldspawn, import them in script, and then you can activate them with "scriptkeyname.vOnDeploy()"

Much simpler, look in arcis_a2 script for examples - there are 3 secondary objectives in the last phase there, that will active one vehicle each when completed

Note that you also can link "normal" vehicles to spawn_masters instead of territories, just like for player spawns - then you can trigger a full spawn set on and off just by triggering the spawn master, instead of the territory itself.

Much more practical IMO, every spawn in arcis a2 was converted to this setup, since it also give the option to trigger spawns independent of territories

Well hope that helps, and hope you get this release working before sunday!
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Old 11-06-2009, 07:38 PM   #2030
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Nice one Scrupus I will have a look at fixing this.
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Old 11-06-2009, 07:59 PM   #2031
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Don, is this wat's stopping the release?

Vio, I've noticed some stuff forgotten in the localization Strings, We still have the Temple, lol. Do you want me to correct this?
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Old 11-06-2009, 09:02 PM   #2032
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ok I've fixed the vehicle spawns (I deleted the two hack-territories) - scrupus' method works fine for server . Also fixed the nonsolid boat + caulked the lower faces of the uni which are hidden by the terrain.

Would be nice to keep the temple in somewhere tbh
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Old 11-06-2009, 09:28 PM   #2033
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Ok Vio, I agree but there is no reason for the mission texts to say something of the temple...
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Old 11-06-2009, 11:32 PM   #2034
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I'm in home!

Back to the work. Thanks Violator, i will just take a look on script since the territory trick demanded a lote of code lines. I will get ride of it, if you have not done it so.
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Old 11-07-2009, 01:15 AM   #2035
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Seba, those are the changes on the spanish strings?

From:

"#str_consite_021" "Lleva el Cerebro de Datos al Templo"
"#str_consite_022" "Evita que los Strogg lleguen a la Consola del Templo"

To:

"#str_consite_021" "Lleva el Cerebro de Datos a la Universidad"
"#str_consite_022" "Evita que los Strogg lleguen a la Consola de la Universidad"

?
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Old 11-07-2009, 02:59 AM   #2036
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GUYS!!!!!!!!!!!!!

While you were making the tests on ETQWPRO i did it on the RETAIL.

1 - Territory Trick don't work in RETAIL but since Seba said he saw the Titan (old file) may be it works on ETQWPRO! (you was testing it in ETQWPRO, Seba?)

2 - Scrupus Help also do not work in retail, but i saw right now it works on ETQWPRO.

So, keep in mind that outside Nirvana + ETQWPRO there will be no heavy vehicles.
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Old 11-07-2009, 03:23 AM   #2037
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Don, Scrupus had a solution to this, and Vio tested it....

The Changes you made to the Spanish Strings are great!
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Old 11-07-2009, 03:48 AM   #2038
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Scrupus, thanks for your help, this solution works only on ETQWPRO?
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Old 11-07-2009, 05:27 AM   #2039
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Code message.



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Old 11-07-2009, 11:01 AM   #2040
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I tried it with spawnserver and it worked ok - I did exactly what was in arcis:

deployable_spawn_[insert vehicle here]
spawn_invulnerable 1 as only key

script tags for it added to worldspawn

in script call [vehicle_x].vOnDeploy() when brain taken.

The likelihood of playing customs in vanilla is pretty remote so I wouldn't worry about it if it doesn't work

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Old 11-07-2009, 11:57 AM   #2041
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SebaSoft, are you here? Look your PM! Gogogo!
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Old 11-07-2009, 08:30 PM   #2042
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I get it! I will do it!
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Old 11-07-2009, 08:52 PM   #2043
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Sorry Don, I had some RealLife® delays
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Old 11-08-2009, 12:12 AM   #2044
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I played a match on the Nirvana server, and the shock streans effects of the barricade are not turned off after generator hack, but you don't die if you touch it.
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Old 11-08-2009, 01:41 PM   #2045
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"The objective texts are mixed up. The strogg get defend the brain, while the gdf get take this brain.... It should be the other way around."

This is a WELL know bug from Alpha 1, don't?
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Old 11-08-2009, 05:30 PM   #2046
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Yeah, I tough Vio did fix that, I saw the problem too...
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Old 11-10-2009, 04:46 PM   #2047
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Guys, what about a more stroggish transmission console? Could we use a modded Strog UI and a model from the ones in the model Gallery?
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Old 11-10-2009, 09:24 PM   #2048
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I was thinking that, with some stroggified pipes and stuff going into it. Last night I turned the road tunnel into a model reducing the polys by about 10x, have a look (no real details but added a few barriers) Reading what Chris was posting in the release thread (thanks btw), how about adding a hog and an icarus or two to the forward spawn? The tunnel was meant for hogs after all. He made a good point that icarus' are good at distracting snipers which still seem to be a problem (though I didn't find it on Sunday, in fact I was sniping away happily from the tower as strogg ).

Something to do in the forest might be good as well, its still a fair distance to the forward spawn with nothing happening. The GDF spawn times also could do with increasing on the 1st obj a bit. I've also just had the idea to allow direct access to the 2nd floor of the hack building from the tunnel bridge, running over snipers in the hog would be fun and a good counter attack (you can actually get the hog up the steps but its not exactly worth the risk) . Was even thinking of giving the strogg an exit from the tower directly into the base, perhaps moving the fence objective there (or adding another one).
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File Type: jpg newtunnel.jpg (94.5 KB, 7 views)
File Type: jpg backragetunnel.jpg (107.3 KB, 7 views)

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Old 11-10-2009, 09:30 PM   #2049
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Think about this, storywise....

Quote:
They sent a battalion to recover a captured DataBrain and they have to transmit it...
What if they sent some device from orbit. breaking through the University ceiling/floor. The hole can be capped/obstructed by falling furniture or walls to prevent the direct access of an Icarus through the roof.

What about it? Don? Vio? Shirosae?
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Old 11-10-2009, 11:08 PM   #2050
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Sounds good to me as long as roof hole doesn't hit performance too much.

Tunnel!
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