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Re: Funny things in the source[message #100612]
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Sat, 13 March 2004 03:54
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Ninth Hour |
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Messages:33
Registered:January 2004 |
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Glanced through the code for air raids and, although I have not worked with C++ for at least 9 years (and have no knowledge of C), I deduced the following. Feel free to correct me..this is just my barely trained interpretation:
Air raids are events which occur after a particular amount of time (counted in minutes) has elapsed in Arulco. Not sure yet if the time to a scheduled air raid is counted from the moment you land in Arulco, or following a particular event.
Raids apparently occur only when your team is in the real time, tactical map of a particular sector, and not involved in combat already. You also cannot be in conversation with an NPC. If you're passing through the sector on the world map, and a raid happens to be scheduled for that sector, you will not be forced to the tactical map (?)
At the onset of the strike, a random merc in your team will give a warning about the attack(I've heard the appropriate wavs for each character...they haven't been removed from the original game. Someone will say "take cover!" or "death from above!"). You will then have a window of real time in which to run your team to cover. Once that time has elapsed, you lose control of your team and the planes begin their attack. They will make a random number of dives near a random merc, so presumably, if you're unlucky and still caught in the open, you may be hit more than once.
The planes will first strafe a particular location with bullets and then drop bombs (there was also some implication that if the strike occurred early in the game, the planes will not use their bombs).
When the strike finishes, real time resumes and control is returned to your team. Morale loss is sustained as usual for any mercs hit by the strike.
If I read it correctly, air strikes are very nasty, and there isn't much you can do to defend against them. Nor can you retaliate against the planes. I presume air strikes were removed to avoid this potential source of frustration for players.
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Private 1st Class
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Re: Funny things in the source[message #100614]
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Sat, 13 March 2004 15:37
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deathadder |
Messages:4
Registered:December 2003 Location: detroit, mi |
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oh man, town loyalty goes down less if a fat civilian gets killed versus normal sized civilian.
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Civilian
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Re: Funny things in the source[message #100620]
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Wed, 17 March 2004 07:07
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Shanga |
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Messages:3480
Registered:January 2000 Location: Danubia |
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Oh, I've already told Linx about this but I've should share it with everyone.
We were attempting to "crack" the JSD files, right? Well, a 100 years from now we would not have succeded, because they are nicely layed out in the exe code. Same goes for soldier animations (or body types). They are all spelt out, STI by STI. The exe was the key to everything.
Good thing I didn't pull ALL my hair out
Well, once we externalize THAT, adding new movements and for soldiers won't be a problem. And finally we could see soldiers firing a HMG, chicks doing karate kicks, anything we can render, actually.
Also, since the whole code for the tiles and different structures is nicely commented, we could redefine those too. And make thin walls and thick walls. Colapsable roofs. Jumpable windows (always nice to have a second entry/exit, right?). Deformable terrain. The sky is the limit (really, there's no sky.c to alter )
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Re: Funny things in the source[message #100621]
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Wed, 17 March 2004 09:38
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dextertt |
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Messages:54
Registered:November 2000 |
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Shanga,
What about modifyable terrain, like when you take control of a map, you can spend money to built defensive positions, pill box, barb wires, traps, watch/guard towers, etc.... Also, as a personal plead, is there a way to increase the sighting range to say 2x so we can have a sniper-to-sniper shoot out ? Thanks
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Corporal
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Re: Funny things in the source[message #100627]
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Tue, 30 March 2004 06:10
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KIA |
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Messages:92
Registered:November 2002 Location: Virginia (USA) |
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I would prioritize the dragging action over the other suggestions. There's already a "leap over" interface, icon and action, so there should be a way to mod the action interface to add a "drag" function. I'd hate to see something as crude as an in-sector teleport to the next square, but we all know how useful it would be to get the fallen out of the line of fire, no matter how it's implemented. While we're at it, though, shouldn't the (medic) be able to loot the (fallen's) vest/pockets/pack to get medical supplies, health boosters, etc.? That's always bugged me, too. Can't use the fallen soldier's medikit if the medic runs out! EEK!
Mmm... 1024x768... 80-range sniper rifle... Increased visual range... Mmmm... Finally an effective implementation of snipers and overwatch.
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Corporal 1st Class
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Re: Funny things in the source[message #100632]
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Wed, 31 March 2004 19:02
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Kurt |
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Messages:420
Registered:March 2004 |
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True, but I was more thinking about isolated checkpoints, like nests of machineguns and such.
Talking about militia, there is a thing I just hate (and I don't think I'm the only one), it's their bad habit of rushing towards the enemy, no matter what or why. They only manage to get themselves shot, while blocking my targeting, blocking the movement my own mercs, and so on.
They should take cover and generaly adopt a low profile, especially considering they are just armed civilians. There is no valid reason they should run berserk.
So please make them adopt an overall defensive stance (they aren't choc assault troops), and, if possible, make them give up shooting if an ally is between them and their target (the last in a row will always try to mow down all his comrades in front of him...).
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Master Sergeant
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