Home » MODDING HQ 1.13 » v1.13 Coding Talk » Real Time Mode Mod
Re: Real Time Mode Mod[message #219953] Mon, 08 June 2009 16:17 Go to previous messageGo to next message
Thor is currently offline Thor

 
Messages:423
Registered:February 2007
Location: Belgium
Quote:
enter turn-based when an off-screen merc spots an enemy.


Just an idea, but wouldn't it be better to have it that stationary mercs who see an enemy trigger the turn-based mode or get an interrupt?

about Kingpin, just thought it was related... Tony also starts to kill mercs as soon as he hears a shot... but real time mode is kept, it doesn't become turn-based.

[Updated on: Mon, 08 June 2009 16:21] by Moderator

Report message to a moderator

Master Sergeant
Re: Real Time Mode Mod[message #219954] Mon, 08 June 2009 16:27 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Civilians shooting up the player, but not actually going hostile seems to be an intermittent bug that was introduced to the main source code some time ago. I've seen it in HAM's Beta 3's as well as normal JA2.exe, so it is something that should be reported in the main bug thread. Armed civilians who are normally supposed to be non-hostile, seem to have a random chance of starting to shoot the player during combat. I tried replicating it during my quest to finish a stock game of 1.13 (and see how stable it was last month) but the general in Alma decided to play nice till scripted to go hostile, and not before (as he did in my last game).

[Updated on: Mon, 08 June 2009 16:29] by Moderator

Report message to a moderator

Lieutenant

Re: Real Time Mode Mod[message #219961] Mon, 08 June 2009 17:01 Go to previous messageGo to next message
The_Bob is currently offline The_Bob

 
Messages:415
Registered:May 2009
Location: Behind you.
Thor
Just an idea, but wouldn't it be better to have it that stationary mercs who see an enemy trigger the turn-based mode or get an interrupt?


Giving them interrupts would be unfair, currently it's up to the player's reflexes to press ctrl-x in the right moment - not very appropriate for a turn-based game, but then again it's the player's decision to play in real time.

I'll have to see what will happen if stationary mercs can trigger turn-based, but I fear this may cause unwanted behaviour, effectively making it impossible to stay in real time for too long.

Report message to a moderator

Master Sergeant
Re: Real Time Mode Mod[message #219964] Mon, 08 June 2009 17:25 Go to previous messageGo to next message
Thor is currently offline Thor

 
Messages:423
Registered:February 2007
Location: Belgium
How about aiming mercs then? Would make it some kind of a guard mode... (negative aspect would be their vision being limited) But I think especially the aiming mercs should have turn-based mode enabled...

ctrl-shift-x is a bit complex... Should be simpler... (at least, that's my opinion) like mouse-click-simple... Maybe clicking or double clicking the enemy would restore turn-based mode...

@ Wil: thx, really annoying bug Sad

[Updated on: Mon, 08 June 2009 17:34] by Moderator

Report message to a moderator

Master Sergeant
Re: Real Time Mode Mod[message #221254] Mon, 15 June 2009 19:41 Go to previous messageGo to next message
IBNobody

 
Messages:5
Registered:June 2009
Real-Time Sneaking, I love you. It made the game for me.

There have been times, though, when TB mode kicks in when spotting an enemy, but the enemy appears to be unaware.

Would it be possible to add a debug message that would say...

"SoAndSo was spotted by the enemy..."

... when spotted?

Report message to a moderator

Private
Re: Real Time Mode Mod[message #221256] Mon, 15 June 2009 19:48 Go to previous messageGo to next message
The_Bob is currently offline The_Bob

 
Messages:415
Registered:May 2009
Location: Behind you.
It's not that simple. I mean, it isn't all that complicated either, but generally this mod only checks if any enemy has been alerted. And enemies can be alerted without spotting anybody, just hearing a loud noise or seeing someone die (not finding a dead body though) is enough.

Usually you'd have to look for the guy somewhere near the one you killed, or wherever the stray bullet hit, if you missed. Often, if you didn't make too much noise, killing the one alerted soldier will be enough to make the sector completely oblivious to your presence.

BTW, I really recommend giving knifing another go, with the real time mod on.

Report message to a moderator

Master Sergeant
Re: Real Time Mode Mod[message #221257] Mon, 15 June 2009 19:48 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
Nobody
Would it be possible to add a debug message that would say...

"SoAndSo was spotted by the enemy..."

... when spotted?


is it debug or cheat?

Report message to a moderator

Captain
Re: Real Time Mode Mod[message #221277] Mon, 15 June 2009 21:38 Go to previous messageGo to next message
IBNobody

 
Messages:5
Registered:June 2009
The_Bob
It's not that simple. I mean, it isn't all that complicated either, but generally this mod only checks if any enemy has been alerted. And enemies can be alerted without spotting anybody, just hearing a loud noise or seeing someone die (not finding a dead body though) is enough.

Usually you'd have to look for the guy somewhere near the one you killed, or wherever the stray bullet hit, if you missed. Often, if you didn't make too much noise, killing the one alerted soldier will be enough to make the sector completely oblivious to your presence.

BTW, I really recommend giving knifing another go, with the real time mod on.


My mercs were hiddin in shadows on a roof. The enemy walked past them, and TB was activated. The enemy did nothing. I kept ending my turn, and finally, he walked off. When he came back into my line of sight, TB was reactivated.

Using the key combo, I confirmed that RT sneaking was turned on.

(And Log, it would be a debug message. You currently know if the enemy is alerted because TB combat gets activated. If they know where you are, they will shoot at you.)

EDIT:

It must have been that other enemies were aware of my presence, and that disables RT sneaking.

I was invading a sector, and had a few RT sneaking events. I then shot off a few unsilenced rounds, which probably alerted the two remaining enemies. This disables real-time sneak.

I found an enemy, in broad daylight, with his back turned. Even though he was alerted, he didn't have his gun drawn or move around at all. As soon as my merc would see him, I'd enter TB mode.

I got around the "enemy alert" problem by telling my merc to face away. I then alt-strafed up to the enemy. When I got close enough, I turned around (causing TB to start) and shot him.

I disagree with enemy alertness disabling RT sneaking. I should have been able to sneak up on that enemy normally in RT without having to resort to strafing tactics.

[Updated on: Tue, 16 June 2009 08:00] by Moderator

Report message to a moderator

Private
Re: Real Time Mode Mod[message #253837] Sun, 13 June 2010 15:22 Go to previous message
Torres is currently offline Torres

 
Messages:171
Registered:June 2010
Location: Canary Islands
". If you don't like it and think the feature ruins this wonderful game, is the root of all evil, rapes the churches and burns the women, then don't bother downloading it." I just LMAO with this, ok ok I'll give it a try xDDDDDDDDD

Report message to a moderator

Staff Sergeant
Next Topic: What would I need to start coding?
Goto Forum:
  


Current Time: Fri Apr 19 08:16:28 GMT+3 2024

Total time taken to generate the page: 0.01126 seconds