Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab » Drivable Vehicles
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Re: Drivable Vehicles[message #334196]
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Sun, 13 July 2014 19:39
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anv |
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Messages:258
Registered:March 2013 |
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@Sevenfm:
These STI are great and in the same style as vanilla graphics. Toy cars already gave me another psychotic idea. Did Green Eyes give permission to freely use his work, if not, how can I blackmail him into it?
I'm going to add (well, already added here cause it's copypasta) few modder friendly bodytypes, that will require only sti and jsd (jsd can be copied from already existing ones though) to add to introduce new vehicles without overwriting existing ones. Armoured jeep will require vehicle weapons handling in code (dedicated gunner) for full functionality.
@Marcho:
That's the idea, critical vehicle hits are already partially supported (their effects anyway, not way to get them or fix them).
Problem is, I want to add full aiming selection on Player's side, so just like Head/Torso/Legs, Engine/Tire/Treads/Crew/Gas Tank will appear which is not that easy due to how things are handled (for soldier, rectangle around them is considered, and only height of cursor in it specifies location - for vehicle location will change with every bodytype and rotation). Also critical location of any vehicle segment is specified in jsd, but they are messed up (less when before I reworked vehicle jsds though). BTW, there's no "arms" aim location on enemies, shame, I wish there was full Fallout-style selection.
Turret taking 1 turn would break balance completely, but other (higher) value than standard configurable through APBPConstants should be enough (like 10AP per direction, meaning 40AP to do 180). After all it makes sense turret rotates slower than person.
Part with APC and soldiers jumping out straight in your face would require extensive AI changes, because AI IS A MESS AND ENEMIES ARE MORONS.
@smeagol:
Vehicles and passengers don't spot landmines. Better ramming protection will be dependent on armour (they already had armour type linked, just it doesn't do anything. Interestingly enough, so does helicopter). AP for vehicles moving will get own AP constant. Slower movement mode will get own yellow cursor icon (like walking/running cursors).
I wanted to add possibility to repair critical hits depending on skill traits (so anyone can change a tire, fixing leaking gas tank or severed tank tread requires technician and damaged engine requires engineer). If we add facility requirement to some repairs and also upgrades (changing armour types and weapons) will need that facility placed somewhere. At the moment only facility that offers vehicle repair as assignment is junkyard. Another could be Joe's gas station and maybe also selected workshops in towns.
I guess Joe could also function like Waldo and offer repair for money.
@tank icon saga:
I wanted just bigger squares for tank :< After seeing icons already on screens I vote for standard block with changed colour instead of fancy icon after all, mostly due to look in the lowest resolution. Precedence is already made with normal Player controlled vehicles which are just white squares instead of yellow and consistency is a good thing. One thing, we should get exact number of tanks. I would think one tank more or less makes a bigger difference than one admin
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Re: Drivable Vehicles[message #334521]
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Thu, 24 July 2014 11:53
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mmm |
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Messages:63
Registered:May 2013 |
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I haven't actually tried out the feature myself yet so the following is purely my speculation. From what I read from the post, I got the feeling that the moving tanks will be the first enemies you encounter in a tactical combat, which in turn means that they need to be dispatched very early in the battle. In that case the moving tanks are only making their presence felt early in the battle. In case the mercs survive the initial tank push, the battle becomes the old fashioned infantry on infantry battle. If it is indeed the way AI employs the tank, some changes to the tank AI may need to be done to make the presence of tank felt throughout the whole battle, say for example forcing tanks to pace their movement, only to make a push when the infantry have pinpointed the target location. Also I don't know if tank could reinforce from the border, or they have to be placed at the beginning of the battle, with the former being more preferable IMHO.
It's been a very long time since I last fought a tank. But from what I remember, the tanks are only minimally more detectable than human targets, that may need to be changed.
How does the AI handle an enemy tank, say I bring my mobile militia to a patrol and run into some tank? I hope they know how to deal with a tank if they are appropriately equipped or run for their lives if they're not.
Any ways to gain early access to my own tanks :diabolical: ? Frankly though it is gonna be purely for transportation, I just don't feel comfortable bringing soft skinned cars to a war zone with all the stray bullets flying around(from both the enemy and the militia).
As a complement feature, may I ask for a "ready" state for rocket launchers just like any other firearms so I can actually receive vision range bonus from the launcher? I've always wanted this feature, but the moving tanks are make it absolutely necessary.
[Updated on: Thu, 24 July 2014 11:55] by Moderator Report message to a moderator
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Corporal
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Re: Drivable Vehicles[message #336358]
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Wed, 01 October 2014 06:13
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Ocular |
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Messages:24
Registered:September 2014 |
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Hello,
I love this feature, but the early game, as anv mentioned, is almost impossible with either ARMY_USES_TANKS_IN_PATROLS or ARMY_USES_TANKS_IN_ATTACKS set to true.
One compromise between tanks and no tanks is to only dispatch tanks once game progress reaches a point where the user has had an opportunity to attain anti-tank weapons.
For example, I use the following in my own build:
https://gist.githubusercontent.com/anonymous/50b42807f77e5677e712/raw/f75b04d07f73dafaaa31c05a241205b8b173083f/min-progress-for-tank-use.patch
commit a02c8add0e7fd69d71534abdff7bc1f5e55c0bee
Author: Ocular
Date: 13 days ago
Do not create tanks unless past MIN_PROGRESS_FOR_TANK_USE
---
Build/Strategic/Strategic AI.cpp | 16 +++++++++-------
1 file changed, 9 insertions(+), 7 deletions(-)
diff --git a/Build/Strategic/Strategic AI.cpp b/Build/Strategic/Strategic AI.cpp
index 9ef819e..5e22a18 100644
--- a/Build/Strategic/Strategic AI.cpp
+++ b/Build/Strategic/Strategic AI.cpp
@@ -217,6 +217,8 @@ UINT8 gubHoursGracePeriod = 0;
UINT16 gusPlayerBattleVictories = 0;
BOOLEAN gfUseAlternateQueenPosition = FALSE;
+#define MIN_PROGRESS_FOR_TANK_USE 40
+
//padding for generic globals
#define SAI_PADDING_BYTES 97
INT8 gbPadding[SAI_PADDING_BYTES];
@@ -1505,7 +1507,7 @@ void InitStrategicAI()
ubNumTroops = (UINT8)max( gubMinEnemyGroupSize, min( iMaxEnemyGroupSize, ubNumTroops ) );
ubNumTanks = 0;
- if( ubNumTroops && gGameExternalOptions.fArmyUsesTanksInPatrols )
+ if( ubNumTroops && gGameExternalOptions.fArmyUsesTanksInPatrols && CurrentPlayerProgressPercentage() >= MIN_PROGRESS_FOR_TANK_USE )
{
UINT32 val2;
@@ -4504,7 +4506,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
{
grouptroops[ubCounter] = ubNumSoldiers;
grouptanks[ubCounter] = 0;
- if( ubNumSoldiers && gGameExternalOptions.fArmyUsesTanksInAttacks )
+ if( ubNumSoldiers && gGameExternalOptions.fArmyUsesTanksInAttacks && CurrentPlayerProgressPercentage() >= MIN_PROGRESS_FOR_TANK_USE )
{
if( Random(10) < val )
//if( Random(10) < gGameOptions.ubDifficultyLevel )
@@ -4589,7 +4591,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
{
grouptroops[ubCounter] = ubNumSoldiers;
grouptanks[ubCounter] = 0;
- if( ubNumSoldiers && gGameExternalOptions.fArmyUsesTanksInAttacks )
+ if( ubNumSoldiers && gGameExternalOptions.fArmyUsesTanksInAttacks && CurrentPlayerProgressPercentage() >= MIN_PROGRESS_FOR_TANK_USE )
{
if( Random(10) < gGameOptions.ubDifficultyLevel )
// if( Random(10) < value )
@@ -4798,7 +4800,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
ubNumSoldiers = (UINT8)( gubMinEnemyGroupSize + value2 * 3);
//ubNumSoldiers = (UINT8)( gubMinEnemyGroupSize + gGameOptions.ubDifficultyLevel * 3);
// anv: replace one of soldiers with tank
- if( ubNumSoldiers && gGameExternalOptions.fArmyUsesTanksInAttacks )
+ if( ubNumSoldiers && gGameExternalOptions.fArmyUsesTanksInAttacks && CurrentPlayerProgressPercentage() >= MIN_PROGRESS_FOR_TANK_USE )
{
ubNumSoldiers--;
ubNumTanks++;
@@ -5062,7 +5064,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
ubNumSoldiers = (UINT8)( gubMinEnemyGroupSize + value4 * 4);
//ubNumSoldiers = (UINT8)( gubMinEnemyGroupSize + gGameOptions.ubDifficultyLevel * 4);
// anv: replace one of soldiers with tank
- if( ubNumSoldiers && gGameExternalOptions.fArmyUsesTanksInAttacks )
+ if( ubNumSoldiers && gGameExternalOptions.fArmyUsesTanksInAttacks && CurrentPlayerProgressPercentage() >= MIN_PROGRESS_FOR_TANK_USE )
{
if( Random( 10 ) < value4 )
//if( Random( 10 ) < gGameOptions.ubDifficultyLevel )
@@ -5189,7 +5191,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
}
Assert(adminsThisSquad + troopsThisSquad + elitesThisSquad == soldiersThisSquad);
// anv: replace one of soldiers with tank
- if( ubNumSoldiers && gGameExternalOptions.fArmyUsesTanksInAttacks )
+ if( ubNumSoldiers && gGameExternalOptions.fArmyUsesTanksInAttacks && CurrentPlayerProgressPercentage() >= MIN_PROGRESS_FOR_TANK_USE )
{
if( Random( 10 * 100 ) < value5 * direness )
@@ -5346,7 +5348,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
giReinforcementPool -= ubNumSoldiers;
// anv: replace one of soldiers with tank
- if( ubNumSoldiers && gGameExternalOptions.fArmyUsesTanksInAttacks )
+ if( ubNumSoldiers && gGameExternalOptions.fArmyUsesTanksInAttacks && CurrentPlayerProgressPercentage() >= MIN_PROGRESS_FOR_TANK_USE )
{
if( Random( 10 * 100 ) < value7 * HighestPlayerProgressPercentage() )
//if( Random( 10 * 100 ) < gGameOptions.ubDifficultyLevel * HighestPlayerProgressPercentage() )
Does anybody else like this compromise?
ps. I'm not suggesting this is a difficult change, but I like to post code when I can.
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Private 1st Class
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Re: Drivable Vehicles[message #336378]
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Wed, 01 October 2014 22:06
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Ocular |
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Messages:24
Registered:September 2014 |
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smeagolAnd having an ini option that can be adjusted is always good, so I would say, go for it.
That's a very good idea. I've updated the patch and added a new one to use a new INI option: TANK_MINIMUM_PROGRESS (like ASSASSIN_MINIMUM_PROGRESS).
Gamedir patch:
https://gist.githubusercontent.com/anonymous/9a0ac6262960fd86fc9e/raw/a6982630af5487dced8d8b6e7f8d3f1001cbaeac/gamedir-tank-minimum-progress.patch
This patch also fixes the ARMY_USES_TANKS_IN_* comments so they are above the correct corresponding options.
diff --git a/Data-1.13/Ja2_Options.INI b/Data-1.13/Ja2_Options.INI
index 8805f4b..ddcf1e0 100644
--- a/Data-1.13/Ja2_Options.INI
+++ b/Data-1.13/Ja2_Options.INI
@@ -3065,10 +3065,12 @@ RND_ENTER_MILITIA_REINFORCEMENTS = 6
; Don't allow permanent items removal for no merc in that sector
NO_REMOVE_RANDOM_SECTOR_ITEMS = TRUE
-; Depending on game difficulty enemy patrols at game start can be randomly reinforced with tank.
-ARMY_USES_TANKS_IN_ATTACKS = FALSE
; Depending on game difficulty enemy groups created during offensives can include tanks.
+ARMY_USES_TANKS_IN_ATTACKS = FALSE
+; Depending on game difficulty enemy patrols at game start can be randomly reinforced with tank.
ARMY_USES_TANKS_IN_PATROLS = FALSE
+; Minimum progress required for tanks to appear.
+TANK_MINIMUM_PROGRESS = 0
;------------------------------------------------------------------------------------------------------------------------------
; Vehicle Inventory
diff --git a/Data/Ja2_Options.INI b/Data/Ja2_Options.INI
index 5ecd741..cecebf1 100644
--- a/Data/Ja2_Options.INI
+++ b/Data/Ja2_Options.INI
@@ -3039,10 +3039,12 @@ RND_ENTER_MILITIA_REINFORCEMENTS = 6
; Don't allow permanent items removal for no merc in that sector
NO_REMOVE_RANDOM_SECTOR_ITEMS = FALSE
-; Depending on game difficulty enemy patrols at game start can be randomly reinforced with tank.
-ARMY_USES_TANKS_IN_ATTACKS = FALSE
; Depending on game difficulty enemy groups created during offensives can include tanks.
+ARMY_USES_TANKS_IN_ATTACKS = FALSE
+; Depending on game difficulty enemy patrols at game start can be randomly reinforced with tank.
ARMY_USES_TANKS_IN_PATROLS = FALSE
+; Minimum progress required for tanks to appear.
+TANK_MINIMUM_PROGRESS = 0
;------------------------------------------------------------------------------------------------------------------------------
; Vehicle Inventory
New source patch:
https://gist.githubusercontent.com/anonymous/655c678eb4e824ecdd80/raw/c126ed66d0b1ce1a4ecda1012286c13af1ee5073/tank-minimum-progress.patch
I noticed that the ASSASSIN_MINIMUM_PROGRESS feature compares progress against HighestPlayerProgressPercentage(), so I've switched to that function as well.
diff --git a/Build/GameSettings.cpp b/Build/GameSettings.cpp
index 7a22bfc..26289f4 100644
--- a/Build/GameSettings.cpp
+++ b/Build/GameSettings.cpp
@@ -2187,6 +2187,7 @@ void LoadGameExternalOptions()
gGameExternalOptions.fArmyUsesTanksInAttacks = iniReader.ReadBoolean("Strategic Gameplay Settings","ARMY_USES_TANKS_IN_ATTACKS", FALSE);
gGameExternalOptions.fArmyUsesTanksInPatrols = iniReader.ReadBoolean("Strategic Gameplay Settings","ARMY_USES_TANKS_IN_PATROLS", FALSE);
+ gGameExternalOptions.usTankMinimumProgress = iniReader.ReadInteger("Strategic Gameplay Settings","TANK_MINIMUM_PROGRESS", 0, 0, 100);
// WANNE: This is just a debug setting. Only in debug version we set that property to TRUE.
// In Release version this should always be set to FALSE
diff --git a/Build/GameSettings.h b/Build/GameSettings.h
index 935133c..dce7d0f 100644
--- a/Build/GameSettings.h
+++ b/Build/GameSettings.h
@@ -851,6 +851,7 @@ typedef struct
BOOLEAN fArmyUsesTanksInAttacks;
BOOLEAN fArmyUsesTanksInPatrols;
+ UINT8 usTankMinimumProgress;
// WANNE: Always use "prof.dat".
BOOLEAN fUseDifficultyBasedProfDat;
diff --git a/Build/Strategic/Strategic AI.cpp b/Build/Strategic/Strategic AI.cpp
index d847108..b20c397 100644
--- a/Build/Strategic/Strategic AI.cpp
+++ b/Build/Strategic/Strategic AI.cpp
@@ -1504,7 +1504,7 @@ void InitStrategicAI()
ubNumTroops = (UINT8)max( gubMinEnemyGroupSize, min( iMaxEnemyGroupSize, ubNumTroops ) );
ubNumTanks = 0;
- if( ubNumTroops && gGameExternalOptions.fArmyUsesTanksInPatrols )
+ if( ubNumTroops && gGameExternalOptions.fArmyUsesTanksInPatrols && HighestPlayerProgressPercentage() >= gGameExternalOptions.usTankMinimumProgress )
{
UINT32 val2;
@@ -4503,7 +4503,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
{
grouptroops[ubCounter] = ubNumSoldiers;
grouptanks[ubCounter] = 0;
- if( ubNumSoldiers && gGameExternalOptions.fArmyUsesTanksInAttacks )
+ if( ubNumSoldiers && gGameExternalOptions.fArmyUsesTanksInAttacks && HighestPlayerProgressPercentage() >= gGameExternalOptions.usTankMinimumProgress )
{
if( Random(10) < val )
//if( Random(10) < gGameOptions.ubDifficultyLevel )
@@ -4588,7 +4588,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
{
grouptroops[ubCounter] = ubNumSoldiers;
grouptanks[ubCounter] = 0;
- if( ubNumSoldiers && gGameExternalOptions.fArmyUsesTanksInAttacks )
+ if( ubNumSoldiers && gGameExternalOptions.fArmyUsesTanksInAttacks && HighestPlayerProgressPercentage() >= gGameExternalOptions.usTankMinimumProgress )
{
if( Random(10) < gGameOptions.ubDifficultyLevel )
// if( Random(10) < value )
@@ -4797,7 +4797,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
ubNumSoldiers = (UINT8)( gubMinEnemyGroupSize + value2 * 3);
//ubNumSoldiers = (UINT8)( gubMinEnemyGroupSize + gGameOptions.ubDifficultyLevel * 3);
// anv: replace one of soldiers with tank
- if( ubNumSoldiers && gGameExternalOptions.fArmyUsesTanksInAttacks )
+ if( ubNumSoldiers && gGameExternalOptions.fArmyUsesTanksInAttacks && HighestPlayerProgressPercentage() >= gGameExternalOptions.usTankMinimumProgress )
{
ubNumSoldiers--;
ubNumTanks++;
@@ -5061,7 +5061,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
ubNumSoldiers = (UINT8)( gubMinEnemyGroupSize + value4 * 4);
//ubNumSoldiers = (UINT8)( gubMinEnemyGroupSize + gGameOptions.ubDifficultyLevel * 4);
// anv: replace one of soldiers with tank
- if( ubNumSoldiers && gGameExternalOptions.fArmyUsesTanksInAttacks )
+ if( ubNumSoldiers && gGameExternalOptions.fArmyUsesTanksInAttacks && HighestPlayerProgressPercentage() >= gGameExternalOptions.usTankMinimumProgress )
{
if( Random( 10 ) < value4 )
//if( Random( 10 ) < gGameOptions.ubDifficultyLevel )
@@ -5188,7 +5188,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
}
Assert(adminsThisSquad + troopsThisSquad + elitesThisSquad == soldiersThisSquad);
// anv: replace one of soldiers with tank
- if( ubNumSoldiers && gGameExternalOptions.fArmyUsesTanksInAttacks )
+ if( ubNumSoldiers && gGameExternalOptions.fArmyUsesTanksInAttacks && HighestPlayerProgressPercentage() >= gGameExternalOptions.usTankMinimumProgress )
{
if( Random( 10 * 100 ) < value5 * direness )
@@ -5345,7 +5345,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
giReinforcementPool -= ubNumSoldiers;
// anv: replace one of soldiers with tank
- if( ubNumSoldiers && gGameExternalOptions.fArmyUsesTanksInAttacks )
+ if( ubNumSoldiers && gGameExternalOptions.fArmyUsesTanksInAttacks && HighestPlayerProgressPercentage() >= gGameExternalOptions.usTankMinimumProgress )
{
if( Random( 10 * 100 ) < value7 * HighestPlayerProgressPercentage() )
//if( Random( 10 * 100 ) < gGameOptions.ubDifficultyLevel * HighestPlayerProgressPercentage() )
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Private 1st Class
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Re: Drivable Vehicles[message #336441]
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Fri, 03 October 2014 22:21
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Ocular |
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Messages:24
Registered:September 2014 |
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Thanks! I think TANK_MINIMUM_PROGRESS of 30 with both features switched on is a great default.
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Private 1st Class
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Re: Drivable Vehicles[message #338367]
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Wed, 17 December 2014 10:40
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Deleted. |
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Messages:2663
Registered:December 2012 Location: Russian Federation |
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Found some bugs/issues while I was making this moving vehicle demo:
-sometimes when zombie tries to attack vehicle, he disappears from screen and can later prevent vehicle from moving
-it seems that dead corpses sometimes are shown over the vehicle
-dynamic flashlights of the passengers are not always updated when vehicle reaches destination and stops
-when the vehicle approaches the edge of the map, the game crashes always
Also some suggestions:
-make it possible for the passengers to be hit with bullets that penetrate vehicle's armor, for example for AP ammo
-currently when the vehicle is destroyed all passengers are killed, that's not very realistic - maybe instead hurt them and place near the destroyed vehicle, with a small chance of explosion depending on the amount of gas in tank
-add front light to the vehicle, with some way to turn it on/off
Also a question for AI - will the enemy try to use RPG's against player vehicles (without usual restrictions and with ENEMIES_DONT_SPARE_LAUNCHABLES = FALSE)?
[Updated on: Wed, 17 December 2014 10:49] by Moderator Report message to a moderator
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Re: Drivable Vehicles[message #340828 is a reply to message #340826]
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Fri, 01 May 2015 17:42
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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AP_VEHICLE_MAXIMUM is the maximum AP a vehicle can have. This does not change the fact that APs are calculated as usual - and as a vehicle has abysmal stats, the APs generated are very low. They do get a hardcoded +35 AP though, as well as less AP for damage to tires and stuff. You could increase APs by altering the stats, but as this is the merc's profiles, this will require a new game (or savegame editing via debugger).
Reading the code and this thread leads me to believe that nobody ever encountered this issue (vehicles having lower AP and being slower than running mercs) before, or did not care. Which leads me to believe that as usual, people happily request/comment anything, but rarely ever try it out
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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Re: Drivable Vehicles[message #340829 is a reply to message #340828]
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Fri, 01 May 2015 18:03
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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As of r7838, Vehicles now generate AP_VEHICLE_MAXIMUM AP each turn. The previous calculation was based on stats, which is stupid for a car, and did not allow more than 100 AP. This means that using default values, a car has 200 AP, which allows it to travel quite a lot.
If you think that is too high, alter AP_VEHICLE_MAXIMUM in APBPConstants.ini. If you don't like this code change, sucks to be you. I'm not adding another damn ini option for stuff people request for the pure sake of requesting ini options.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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Re: Drivable Vehicles[message #342229 is a reply to message #342205]
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Thu, 27 August 2015 23:25
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Hanakin |
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Messages:33
Registered:June 2008 Location: Czech Rep. |
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silversurfer wrote on Wed, 26 August 2015 22:12hanakin wrote on Wed, 26 August 2015 21:39
I really enjoy the feature. I find it a bit weird that all the passengers' AP go down when the car moves, like it's a pedalo or something I know about the ini options, but I looked at them and didn't see one where the car would just take the AP of a driver (which I am okay with, as it makes sense that he/she is busy driving), so in the end I learned to live with the default setting. It's still really cool to drive around Deidranna's soldiers, shoot them and occasionally ram the poor sods Thanks for this!
It's not weird at all. When driving around all characters move and it takes all passengers the same time to move from A to B.
I get it. I am just used to thinking of AP as respective mercs' energy or reaction/movement stamina or something, not a time unit thing. And I understand the need for it from the gameplay perspective, to prevent exploits. It just limits those cool drive-bys a bit Which might be the exploit in question, actually
In my mind, it just makes sense to 'use the driver's energy' to drive and the other ones' to shoot/eat/sleep/whatever. I guess I have to get to grips with the AP being more of a time thing - then it makes sense that it goes down for everyone, as you pointed out.
But I don't want my personal problems to drown out the major point I was trying to make, which was that the feature is really cool and I'd like to thank anv for it (and anyone else involved as well). Really, good job!
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Private 1st Class
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Re: Drivable Vehicles[message #344735 is a reply to message #344687]
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Sun, 27 March 2016 01:13
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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As of r8127, if a tank just took a heavy hit, but cannot see an enemy to fire upon, it can detonate a smoke grenade on itself to hide. At the moment I'm not sure whether the smoke from the stock smoke grenade is enough, I might create a new explosion entry for a bigger and faster cloud.
Technically, I also taught the AI how to blow itself up with this. Theoretically suicide bombers are possible now, but I'll leave this a player-only tactic for now.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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