Terrorist cant use cars, |
Terrorist cant use cars, |
26 Jun 2011, 8:30
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#1
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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 |
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26 Jun 2011, 13:14
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#2
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Forum Chemist 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 |
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26 Jun 2011, 19:15
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#3
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Group: Members Posts: 43 Joined: 13 July 2009 Member No.: 260 |
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26 Jun 2011, 19:45
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#4
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Forum Chemist Group: Members Posts: 687 Joined: 5 June 2009 From: Zeist, the Netherlands Member No.: 19 Projects: ShockWave Tester In birro veritas. |
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 |
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26 Jun 2011, 21:11
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#5
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Group: Members Posts: 43 Joined: 13 July 2009 Member No.: 260 |
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. |
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27 Jun 2011, 3:08
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#6
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Hardly Diplomatic Group: Legend Posts: 1468 Joined: 31 May 2009 From: Brazil Member No.: 4 Projects: Retired |
Terrorists don't have driving licenses.
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27 Jun 2011, 13:08
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#7
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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* -------------------- Signatures are overrated :)
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27 Jun 2011, 13:49
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#8
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Forum Chemist Group: Members Posts: 687 Joined: 5 June 2009 From: Zeist, the Netherlands Member No.: 19 Projects: ShockWave Tester In birro veritas. |
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. How about the cars themselves?;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. -------------------- TN
"The courageous enter dark caves alone. The clever send in the courageous first. The cleverest wait behind the clever." --The Book of Cataclysm |
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27 Jun 2011, 18:18
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#9
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Group: Members Posts: 43 Joined: 13 July 2009 Member No.: 260 |
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. |
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29 Jun 2011, 4:36
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#10
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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 |
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29 Jun 2011, 4:41
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#11
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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 |
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21 Dec 2011, 22:12
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#12
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Group: Members Posts: 325 Joined: 21 December 2011 Member No.: 8901 |
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? |
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