IPB

Welcome Guest ( Log In | Register )

 
Closed TopicStart new topic
Terrorist cant use cars,
GodofDeath
post 26 Jun 2011, 8:30
Post #1



Group Icon

Group: Members
Posts: 43
Joined: 13 July 2009
Member No.: 260



it seems the ability of the terrorists to use civilian cars to make bombs is gone.

not completely sure its a bug, but i glanced over the change log for 1.1 and i didn't see that it was removed.

double post, sorry about that.

This post has been edited by GodofDeath: 26 Jun 2011, 8:32
Go to the top of the page
 
+Quote Post
Chyros
post 26 Jun 2011, 13:14
Post #2


Forum Chemist
Group Icon

Group: Members
Posts: 687
Joined: 5 June 2009
From: Zeist, the Netherlands
Member No.: 19
Projects: ShockWave Tester
In birro veritas.



It's not in the changelog because it was changed before the last version. So yeah, it is a feature - it was deemed unsporting because on certain maps terror cars could dozer hunt too effectively.


--------------------
TN

"The courageous enter dark caves alone. The clever send in the courageous first. The cleverest wait behind the clever."
--The Book of Cataclysm

Go to the top of the page
 
+Quote Post
GodofDeath
post 26 Jun 2011, 19:15
Post #3



Group Icon

Group: Members
Posts: 43
Joined: 13 July 2009
Member No.: 260



QUOTE (Chyros @ 26 Jun 2011, 5:14) *
It's not in the changelog because it was changed before the last version. So yeah, it is a feature - it was deemed unsporting because on certain maps terror cars could dozer hunt too effectively.


ehhh. I see, would it be easy to change it back?
Go to the top of the page
 
+Quote Post
Chyros
post 26 Jun 2011, 19:45
Post #4


Forum Chemist
Group Icon

Group: Members
Posts: 687
Joined: 5 June 2009
From: Zeist, the Netherlands
Member No.: 19
Projects: ShockWave Tester
In birro veritas.



QUOTE (GodofDeath @ 26 Jun 2011, 20:15) *
ehhh. I see, would it be easy to change it back?
Yourself? Probably. I imagine you'd just have to change one variable in the .BIG file, though tbh I don't know which one off the top of my head.


--------------------
TN

"The courageous enter dark caves alone. The clever send in the courageous first. The cleverest wait behind the clever."
--The Book of Cataclysm

Go to the top of the page
 
+Quote Post
GodofDeath
post 26 Jun 2011, 21:11
Post #5



Group Icon

Group: Members
Posts: 43
Joined: 13 July 2009
Member No.: 260



QUOTE (Chyros @ 26 Jun 2011, 11:45) *
Yourself? Probably. I imagine you'd just have to change one variable in the .BIG file, though tbh I don't know which one off the top of my head.


I looked at the code for GLAInfantryTerrorist in both shockwave and zero hour default and i found no difference between them other then the death animation.

;Kris
Behavior = ConvertToCarBombCrateCollide ModuleTag_06
RequiredKindOf = VEHICLE ; we only give our bonus to VEHICLEs we collide with
;ForbiddenKindOf = TRANSPORT DOZER ; but not to TRANSPORTs or DOZERs!
FXList = FX_MakeCarBombSuccess
End

I'm not completely sure where else to look.
Go to the top of the page
 
+Quote Post
Overdose
post 27 Jun 2011, 3:08
Post #6


Hardly Diplomatic
Group Icon

Group: Legend
Posts: 1468
Joined: 31 May 2009
From: Brazil
Member No.: 4
Projects: Retired



Terrorists don't have driving licenses.


--------------------
Go to the top of the page
 
+Quote Post
CobraHumvee
post 27 Jun 2011, 13:08
Post #7



Group Icon

Group: Dev. Team
Posts: 109
Joined: 26 October 2009
From: United States
Member No.: 507



not that you would want to pull one over and find out


Police "Sir, license and registration."
Terrorist " FOR THE GLA!!!"
*BOOM* boom8.gif


--------------------
Signatures are overrated :)
Go to the top of the page
 
+Quote Post
Chyros
post 27 Jun 2011, 13:49
Post #8


Forum Chemist
Group Icon

Group: Members
Posts: 687
Joined: 5 June 2009
From: Zeist, the Netherlands
Member No.: 19
Projects: ShockWave Tester
In birro veritas.



QUOTE (GodofDeath @ 26 Jun 2011, 22:11) *
I looked at the code for GLAInfantryTerrorist in both shockwave and zero hour default and i found no difference between them other then the death animation.

;Kris
Behavior = ConvertToCarBombCrateCollide ModuleTag_06
RequiredKindOf = VEHICLE ; we only give our bonus to VEHICLEs we collide with
;ForbiddenKindOf = TRANSPORT DOZER ; but not to TRANSPORTs or DOZERs!
FXList = FX_MakeCarBombSuccess
End

I'm not completely sure where else to look.
How about the cars themselves?


--------------------
TN

"The courageous enter dark caves alone. The clever send in the courageous first. The cleverest wait behind the clever."
--The Book of Cataclysm

Go to the top of the page
 
+Quote Post
GodofDeath
post 27 Jun 2011, 18:18
Post #9



Group Icon

Group: Members
Posts: 43
Joined: 13 July 2009
Member No.: 260



QUOTE (Chyros @ 27 Jun 2011, 5:49) *
How about the cars themselves?

I looked, the code for all the civilian cars in shockwave is exactly the same as zero hour except for the buttonimage and selectportrait.

I did find Command_GLAInfantryTerroristMakeCarBomb in CommandButton.ini that was disabled with a bunch of semicolons, but when I re-enable it and go into the game , the cursor is the invalid symbol no matter what car i scroll over.
Here it is:

;CommandButton Command_GLAInfantryTerroristMakeCarBomb
;Command = CONVERT_TO_CARBOMB
;Options = OK_FOR_MULTI_SELECT CONTEXTMODE_COMMAND NEED_TARGET_ALLY_OBJECT NEED_TARGET_NEUTRAL_OBJECT ;Kris: Contextmode command options require code support!
;Upgrade = None
;TextLabel = CONTROLBAR:CarBomb
;ButtonImage = SSTerroristCarBomb
;CursorName = EnterAggressive
;InvalidCursorName = GenericInvalid
;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
;DescriptLabel = CONTROLBAR:ToolTipGLATerroristMakeCarBomb
;UnitSpecificSound = TerroristVoiceModeCarBomb
;End

I'm looking everywhere for this CONVERT_TO_CARBOMB command, and anything else related, but no luck so far.
Go to the top of the page
 
+Quote Post
GodofDeath
post 29 Jun 2011, 4:36
Post #10



Group Icon

Group: Members
Posts: 43
Joined: 13 July 2009
Member No.: 260



maybe maps

This post has been edited by GodofDeath: 29 Jun 2011, 4:42
Go to the top of the page
 
+Quote Post
GodofDeath
post 29 Jun 2011, 4:41
Post #11



Group Icon

Group: Members
Posts: 43
Joined: 13 July 2009
Member No.: 260



ok well i figured it out. But for future reference, in case someone else has the same questions i had:

I was playing a map that was not optimized for shockwave and i could create car bombs again.

It looks like the inability for terrorists to use cars is coded into each map that was "optimized" to work with shockwave.
im going to investigate further.

unfortunately, I can't just delete !shw_maps.gib because that will get rid of all the useful AI information. I think Im going to have to modify each one by hand.

BTW I found another bug, Its pretty important, GLA workers cannot collect supplies from small piles. they just stand around it and keep replaying their pickup animation.

This post has been edited by GodofDeath: 29 Jun 2011, 4:46
Go to the top of the page
 
+Quote Post
Shockwavelover84
post 21 Dec 2011, 22:12
Post #12



Group Icon

Group: Members
Posts: 325
Joined: 21 December 2011
Member No.: 8901



QUOTE (Chyros @ 26 Jun 2011, 14:14) *
It's not in the changelog because it was changed before the last version. So yeah, it is a feature - it was deemed unsporting because on certain maps terror cars could dozer hunt too effectively.

That's interesting - as an alternative, would it be possible to reduce the damage that terrorist cars do to dozers?
Go to the top of the page
 
+Quote Post

Closed TopicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 



Lo-Fi Version Time is now: 18 April 2024 - 14:22