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Forum Home > Maps & mods > ONS-SEKTOR8 - THE BATTLE CONTINUES
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foibosPM
#91
Aug 24, 2010 5:11 PM
Foibos Member - Joined: Sep 04, 2008
Posts: 551
The vehicles lift doesn't work, use the lift from Echo (btw, I'll be glad if anybody can update the Echo with new vehicles, now is the map highly unpopular): http://files.ww.com/files/70100.html

Is it a good idea removing the side nodes completely (the corridors are almost useless without them, I'd prefer put them back and removing 11-14)? I've seen there is no Cobra, Firetank, Hurricane etc., only Aegis (there was fun at least with the Hurricane or the Firetank, one Goliath can be replaced). 2 Assault Hellhounds instead 1 Assault Hellhound and 1 King Hellhound? The previous config is more versatile. And what about the special flyers? The Phoenix and Falcon are too powerful, but Aurora is fine (slow and vulnerable). But if you wanna make the map more "classic", I respect it.

Default link setup:


Different idea (it respects the ways between the nodes better):


Ah, and those new nodes - the health bars are silly! Why are they so high? How can I see the health of distant node? It's artificial and the size is inadequate.


The map is great.
Last edited by: foibos Aug 24, 2010 6:00 PM
crusha_k_roolPM
#92
Aug 24, 2010 6:25 PM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
Want cheese with your OnslaughtSpecial Node whine? Go to Wormbo if you want to complain, we use the stuff because we think it's great. Currently it's only your personal dislike of the beacons. I didn't hear any other player complain yet.



And this is of course not a ready release yet, it's for VK and still needs editing. And Echo doesn't use any special kind of lift for the vehicles at all, don't get that illusion. It uses a Trigger that accepts any kind of Pawn, means also vehicles, but the lift wouldn't keep the vehicles on it if they were left by the players. I already coded a Volume as a solution for that problem, which will be distributed with the upcoming tool set.

I don't know where you saw a lift for vehicles in this map anyway, the only lift I noticed was the one at one side that goes up to the Aurora, but that is definitely not thought to be used by vehicles.
vk__PM
#93
Aug 25, 2010 12:24 AM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
First of all, please don't upload it, it is not ready for release. I still need to do some digging and adding/replaced vehicles.

The lift works also for vehicles, u need to get out the vehicle and get back in, than u are going up, i did it several times.

The node options are not ready, the only node that is done for sure is 1, 2 and 17 (And the node health bar, is a bug from u, i don't have it)
http://BIT.ly/VKMAPDESIGN


Last edited by: vk__ Aug 25, 2010 12:30 AM
foibosPM
#94
Aug 25, 2010 3:04 AM
Foibos Member - Joined: Sep 04, 2008
Posts: 551
Wormbo is reading this thread. I like the "functional" improvement of the nodes (standalone etc.), but got problem with some visuals like the info beacons or unproportional healh bars (they're dissapering sometimes too if you're too close to the node - or maybe are just switching their position strangely). Players don't complain, because players don't care (except they say sometimes "shit map"). Ok, there is only one lift, but if it's so huge, how the player can know that it's not supposed to be used for vehicles? Use the Echo lift - who wants to left the tank there? The nodes placement is fine except the 11-14 and removed nodes in corridors, but it's just my opinion.
crusha_k_roolPM
#95
Aug 25, 2010 4:36 AM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
The Node Beacons disappear because that's what they are supposed to do: getting out of the way if they are around the area of your crosshair so that they don't disturb your aiming. And they only switch positions if you can't see the usual top position and thus display between the NodeBase and Sphere and if that part isn't visible as well, they will display at the NodeBase - it's all intended that way and logical.
vk__PM
#96
Aug 25, 2010 12:56 PM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
Thanks crusha for helping me out, and thx for the botpaths!

Foibos u brought me on an idea with the side corridors.

http://BIT.ly/VKMAPDESIGN


vk__PM
#97
Aug 31, 2010 2:51 PM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
Is it possible to edit the core radius for spawning vehicles? Got problems with that.. argh
http://BIT.ly/VKMAPDESIGN


crusha_k_roolPM
#98
Aug 31, 2010 3:18 PM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
That's what the ForcedCloseActors feature in Wormbo's Node is for. You can put all the actors you want to be assigned to the Core in one Group (in terms of Group Browser) and then set that Group name in the properties of the ONSPowerCoreSpecial.
vk__PM
#99
Aug 31, 2010 3:50 PM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
And what about the playerstarts?
http://BIT.ly/VKMAPDESIGN


wormboPM
Aug 31, 2010 3:53 PM
Wormbo Member - Joined: Aug 12, 2010
Posts: 48
Same there.
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