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Skyrider's Helicopter shot up bad[message #291764] Sun, 09 October 2011 21:08 Go to next message
MrSamsa
Messages:4
Registered:October 2011
I have a small problem and was wondering if anyone else knows something about this.

I have a game where i was forced to make some risky evacs by taking skyrider into areas with enemy AA. The helicopter is now in such bad shape it cant even last one second in a hot zone. I tried to repair the helicopter but there doesn't seem to be anything to allow this to happen. Nothing in the repair options on the strategic map and in tactical the helicopter is more a part of the background than an object you can interact with.

So, I would like to repair skyrider's helicopter but it seems it isn't possible. Anyone know something I dont?
Re: Skyrider's Helicopter shot up bad[message #291766] Sun, 09 October 2011 21:32 Go to previous messageGo to next message
Gorro der GrĂ¼ne

 
Messages:1469
Registered:March 2009
Location: Broadwurschd-City
I thought skyrider repairs it if he has enough time
Re: Skyrider's Helicopter shot up bad[message #291770] Mon, 10 October 2011 00:20 Go to previous messageGo to next message
KEN C

 
Messages:248
Registered:May 2007
Location: Aberdeen Washington USA
WALDO ZIMMER Certified Airplane Mechanic.
Re: Skyrider's Helicopter shot up bad[message #291779] Mon, 10 October 2011 05:57 Go to previous messageGo to next message
MrSamsa
Messages:4
Registered:October 2011
Its been quite a while since the helicopter has taken ANY damage at all since the initial damage from the evacs. The last time I sent the helicopter into a red zone was almost 2 weeks ago (in-game).

I also had tried waldo but he is useless. you cant talk him into it and he doesnt take money or anything. All he does is mutter dialog from King of The Hill..
Re: Skyrider's Helicopter shot up bad[message #291795] Mon, 10 October 2011 18:09 Go to previous messageGo to next message
Buggler

 
Messages:209
Registered:November 2009
@MrSamsa

Waldo has been sleeping on his job all these years. He's not walking e talk aka there's currently no code (from what I can decipher) for repairing heli, so it will carry its damage permanently thru out e game.

Other than this, e heli has a few other rudimentary functions that need polishing. Smile

Edit:
Done up e code for repairing heli, need to test a bit more bf submission to Rowa for SVN update, (revision number to be added after Rowa commit e feature)

Highlights of e heli repair feature:
- Auto repair when stationary at refuel points aka drassen airport & estoni (when able to refuel)
- Time to repair to next better status is X days (Currently 2 damaged status - wounded & critical)
- Time counter will reset (wait another X days) if flying route is confirmed. In other words, u can still plot e path & visualize whether to take e risk w/o resetting e time counter.
(Can't really fly when e heli is being dismantled for repair & partly also limited by my coding ability Smile )
- No dialogue/sound files played when done, only a textline in msgbox (juz like when items r repaired)

To b finalized after public's opinion/no opinion:
X = 2 days (at present moment)
[color:#333399]Repair cost per status = $20,000 (Already given huge discount for being on e rebel side; e extra money for flying in red zone is juz... for flying in red zone) [probably able to figure out e coding. Will hav e option of yes/no at e end of every X days being stationary; so on payment, status will be repaired at that instant aka on-completion payment scheme] [/color]

Things that I cant do atm:
Externalization of X & function tweak requests
(No background in coding except in basic excel macros, everything was done by observing, cutting, pasting, tweaking & then testing. Of cos other coders can take it over from here. Smile )

[Updated on: Wed, 12 October 2011 18:10] by Moderator

Re: Skyrider's Helicopter shot up bad[message #291832] Tue, 11 October 2011 06:33 Go to previous messageGo to next message
usrbid

 
Messages:1522
Registered:December 2008
I haven't tested this but the repair menu shows heli when you are in a sector with the helicopter, much the same as it shows other vehicles when they are in the same sector.


Re: Skyrider's Helicopter shot up bad[message #291924] Wed, 12 October 2011 16:58 Go to previous messageGo to next message
MrSamsa
Messages:4
Registered:October 2011
Hurray!

This game will never stop getting better will it Smile
Re: Skyrider's Helicopter shot up bad[message #291939] Wed, 12 October 2011 20:23 Go to previous messageGo to next message
Duzmond

 
Messages:74
Registered:October 2011
Did you every wonder where Skyrider is getting all his fuel for the chopper?


Being that the queen has clamped down on fuel across the board.
Re: Skyrider's Helicopter shot up bad[message #291941] Wed, 12 October 2011 20:32 Go to previous messageGo to next message
Sam Hotte

 
Messages:1995
Registered:March 2009
Location: Middle of Germany
As far as Drassen is concerned, i assume that the money i pay Skyrider is (in parts) passed on to Paco for fuel "borrowed" from the airport ... Very Happy
Re: Skyrider's Helicopter shot up bad[message #292028] Fri, 14 October 2011 11:13 Go to previous messageGo to next message
usrbid

 
Messages:1522
Registered:December 2008
Duzmond
Did you every wonder where Skyrider is getting all his fuel for the chopper?


Ha, ha, did you know...

Toggle Spoiler


Re: Skyrider's Helicopter shot up bad[message #292033] Fri, 14 October 2011 11:49 Go to previous messageGo to next message
Sam Hotte

 
Messages:1995
Registered:March 2009
Location: Middle of Germany
Dieter
Duzmond
Did you every wonder where Skyrider is getting all his fuel for the chopper?

Ha, ha, did you know...


And
Toggle Spoiler
Re: Skyrider's Helicopter shot up bad[message #292035] Fri, 14 October 2011 12:09 Go to previous messageGo to next message
usrbid

 
Messages:1522
Registered:December 2008
That I didn't know, mine complains and wants to fly back to base. How do you make him stay?


Re: Skyrider's Helicopter shot up bad[message #292040] Fri, 14 October 2011 12:22 Go to previous messageGo to next message
JMich

 
Messages:549
Registered:January 2011
Location: Greece
Dieter
That I didn't know, mine complains and wants to fly back to base. How do you make him stay?
Tell him to fly to the square he already is at, and he'll stay there waiting for you.
Re: Skyrider's Helicopter shot up bad[message #292041] Fri, 14 October 2011 12:25 Go to previous messageGo to next message
usrbid

 
Messages:1522
Registered:December 2008
Oh man, that is so - disappoining, wow, I feel sad now...


Re: Skyrider's Helicopter shot up bad[message #292051] Fri, 14 October 2011 14:40 Go to previous messageGo to next message
Toneone

 
Messages:377
Registered:October 2008
Location: Germany
Woha, thats a new one for me also. You can still be surprised after all those years, i guess. Very Happy

Actually, while we are at it, there is one feature of the the Night Ops mod i really like. Limited fuel per flight for Skyrider.
It gets affected by distance(obviously) but also by how many mercs are in the chopper and by how much stuff they have one them(im pretty sure).
That actually gives you a real reason to hold Estoni and use it as a refueling station, otherwise you can not fly over the whole map. In normal Ja Estoni is a forward base to cut down the management time during the last push at best.

I think that this would be a worthwile, though optional, feature for the trunk.

regards
Re: Skyrider's Helicopter shot up bad[message #292061] Fri, 14 October 2011 17:53 Go to previous messageGo to next message
KEN C

 
Messages:248
Registered:May 2007
Location: Aberdeen Washington USA
YES! fuel issues would add to gameplay. That could be a great one sector mod. Uou have three npcs and add a hidden fuel stash and ..............!!!
Re: Skyrider's Helicopter shot up bad[message #292500] Fri, 21 October 2011 10:28 Go to previous messageGo to next message
Buggler

 
Messages:209
Registered:November 2009
I hav 'bad' news & bad news.

First, e bad news:
I bumped into walls for e auto heli repair feature.

E basic system is working (as written bf), however, 4 a proper implementation I need a proper working flag to indicate whether e refuel site is enemy or player controlled. It is already in e code but in certain cases, e flag is not updated resulting in e heli auto repair status to not b updated accordingly.

In non-coding terms, e dependancies required r found not to b in pristine working condition. E feature will work but under certain circumstances, when refuel sector becomes enemy-controlled, heli will still get repaired or heli repair will not start when player took back control (which both should not b e case).

A half-baked cake leaves a bad aftertaste.

These r not within my abilities n I hav asked Rowa for help. (who else can it b? E rest of e coders r busy giving us new toys in their (sparse) free time, not excluding Rowa too)

Got to say first, I cant (n wont) do e heli repair feature like e vehicle repairs. Razz


Now, the 'bad' news:
JMich
Tell him to fly to the square he already is at, and he'll stay there waiting for you.

This bug is squashed in r4724.
Now u really hav 20 mins to get his ass into another sector bf he says "bye-bye, c u at refuel site." Smile


-------------------------
Edit(reply on bug squashed):
It's actually a game exploit fix or else we will not hav e 'running out of fuel' dialogue/warning (even over friendly sectors in original Ja2). Also, e heli can still be exploited due to its 'unlimited' fuel if u juz keep him moving (& paying his rightful dues) bf 20 mins of hovering is up. E code only lands e helicopter (coupled with heli graphics) at refuel site.

E developers actually hav great realistic ideas (like proper fuel implementation) but as always, time & resources are *always* against them (not counting developers like Blizzard etc.) This feature (range limited by fuel) I believe that if it ever gets implemented in 1.13, will b made optional as it was not in e original Ja2 release version.

Externalization is always a welcome(requirement?) for new features, but not within my current capability. Smile

[Updated on: Sun, 23 October 2011 07:15] by Moderator

Re: Skyrider's Helicopter shot up bad[message #292554] Sat, 22 October 2011 03:46 Go to previous messageGo to next message
Morbo

 
Messages:31
Registered:May 2008
Buggler


Now, the 'bad' news:
JMich
Tell him to fly to the square he already is at, and he'll stay there waiting for you.

This bug is squashed in r4724.
Now u really hav 20 mins to get his ass into another sector bf he says "bye-bye, c u at refuel site." Smile


Um, what? Why is this a "bug"?

Unless it's a hostile tile with enemies, I don't understand why skyrider can't just land the chopper and stay where he is. I hope we can turn this "fix" off if it comes with the next release. Totally counter intuitive and just plain dumb. It's a helicopter for frak sake, not a Boeing 787 that needs a runway to land.
Re: Skyrider's Helicopter shot up bad[message #292555] Sat, 22 October 2011 04:59 Go to previous messageGo to next message
KEN C

 
Messages:248
Registered:May 2007
Location: Aberdeen Washington USA
I agree with Morbo! new features should be player controlled. Just put a switch into the ini. Please.
Re: Skyrider's Helicopter shot up bad[message #292563] Sat, 22 October 2011 13:40 Go to previous messageGo to next message
Sam Hotte

 
Messages:1995
Registered:March 2009
Location: Middle of Germany
OTH it is also counter intuitive that Skyrider would ground his heli with half empty fuel tank in the midst of nowhere, waiting there hours/days without demanding any payment.
Does not fit to the speech he delivers when initially hired.
And he is a civilian pilot flying a civilian vessel.

The heli is not present in the tactical sector - obviously it was not intended to have the heli grounded outside its "parking lots".
(By that it cannot be damaged by invading red shirts though the queen issued crystal clear order to destroy this heli)

But i agree that this is a change that should best be configurable by players.

The optimal solution IMVHO would be to have the heli usable like the cars already present in the game: Inventory, refueling ability etc. And it could land (and stay) in appropriate areas only.

JM2C
Re: Skyrider's Helicopter shot up bad[message #292593] Sat, 22 October 2011 23:05 Go to previous messageGo to next message
Morbo

 
Messages:31
Registered:May 2008
Hm, Sam makes a good point about heli not showing up in tactical like the Jeep so you can't manually refuel and it won't get damage. What about a compromise.

Have some sort of counter adding up the sectors skyrider has traveled. Once # of sectors flown over > X, skyrider automatically returns back to base to refuel. Set the value of X to be configured in ini.

I'm not a coder, so not sure how difficult that would be, but it would simulate skyrider able to land and park somewhere, but still requiring fuel eventually and having to RTB.
Re: Skyrider's Helicopter shot up bad[message #292608] Sun, 23 October 2011 02:47 Go to previous messageGo to next message
usrbid

 
Messages:1522
Registered:December 2008
Yo Buggler, You did the right thing, good job! (This is about the fly to same sector make the heli stay forever.) Maybe just add an INI switch with default off so that players can turn on the old bug if they are whining little sissies, hehehe...


Re: Skyrider's Helicopter shot up bad[message #292614] Sun, 23 October 2011 04:13 Go to previous messageGo to next message
KEN C

 
Messages:248
Registered:May 2007
Location: Aberdeen Washington USA
Whining little sissies eh?
Oh well a flame war does the game no good and there are enough bad feelings in the world already.
Please desist with the snide remarks.
Re: Skyrider's Helicopter shot up bad[message #292623] Sun, 23 October 2011 13:15 Go to previous messageGo to next message
lockie

 
Messages:3788
Registered:February 2006
Location: Scotland
Hi Old , in fairness to Dieter , his post definitely reads as jocular . Lighten up bud . Smile

[Updated on: Sun, 23 October 2011 13:16] by Moderator



Re: Skyrider's Helicopter shot up bad[message #292728] Tue, 25 October 2011 12:37 Go to previous messageGo to next message
usrbid

 
Messages:1522
Registered:December 2008
Yo OLDNOOOB, didn't mean it offensive, just tried to encourage Buggler to follow the convention to make new features turn off-able in the INI.

He is doing the right thing, just need to consider people who want to play with the bug / cheat or who's playstyle relies on it.


Re: Skyrider's Helicopter shot up bad[message #292744] Tue, 25 October 2011 18:22 Go to previous messageGo to next message
KEN C

 
Messages:248
Registered:May 2007
Location: Aberdeen Washington USA
I must be proactive to new "features" because some recent new features have made two main components of my INSANE mod unplayable. For the last two years there has been a frenzy of untested new features added to the game with little or no concern for the diversity of players who all play the game a slightly different way.
Re: Skyrider's Helicopter shot up bad[message #292746] Tue, 25 October 2011 19:10 Go to previous messageGo to next message
Sam Hotte

 
Messages:1995
Registered:March 2009
Location: Middle of Germany
OLDNOOOB
I must be proactive to new "features" because some recent new features have made two main components of my INSANE mod unplayable.


Out of curiosity: which "features" did affect what components?
Re: Skyrider's Helicopter shot up bad[message #292754] Wed, 26 October 2011 06:25 Go to previous messageGo to next message
KEN C

 
Messages:248
Registered:May 2007
Location: Aberdeen Washington USA
PCM,MM's Interface Mod
Re: Skyrider's Helicopter shot up bad[message #292759] Wed, 26 October 2011 11:15 Go to previous messageGo to next message
wanne (aka RoWa21)

 
Messages:1974
Registered:October 2005
Location: Austria
OLDNOOOB
PCM,MM's Interface Mod


I would call then modifications instead of 1.13 features. The "problem" with those modification is, that 1.13 moves on the development process and those modifications do not get updated and so they get incompatible for use with 1.13.


Re: Skyrider's Helicopter shot up bad[message #292762] Wed, 26 October 2011 11:26 Go to previous messageGo to next message
usrbid

 
Messages:1522
Registered:December 2008
OLDNOOOB
PCM,MM's Interface Mod


You are right, I haven't played with either one in quite a while, now I am sad... I rather enjoyed them actually!

But RoWa, it doesn't sound to horrible to bring back these two. Maybe for PCM we may need a relatively minor code adjustment, maybe an XML tag for hireable? Not sure why MM's skin isn't working, I am aware of the strategic map stretching to screen resolution.


Re: Skyrider's Helicopter shot up bad[message #292773] Wed, 26 October 2011 17:50 Go to previous messageGo to next message
KEN C

 
Messages:248
Registered:May 2007
Location: Aberdeen Washington USA
@ ROWA, My refrence is to the comment about "features" ( you call them modifications) to 1.13. It seems to me that practicaly anyone can add any string of untested code to 1.13 at will with no concern as to playability,practicality,functionality,etc.
I simply ask that modifications to 1.13 be switchable. If a person can write the modification then they should be able to write in the switch. Why isn't that reasonable?

@ Dieter, Unfortunatly I believe it wll be up to the origional authors to update unless some programmer wants to use them for thier own game and then wants to share.
Re: Skyrider's Helicopter shot up bad[message #292776] Wed, 26 October 2011 19:07 Go to previous messageGo to next message
Sam Hotte

 
Messages:1995
Registered:March 2009
Location: Middle of Germany
@Oldnoob:
Just wondering in what respect your mod is *unplayable* with the "normal" interface?

As to PCM, IIRC we already discussed that it needs "only" a transfer from according prof.dat to the xmls.
(OC, that requires somebody to be willing and able to do this transfer)

However maybe you can live with a workaround for the time being?
As far as i understood you incorporated PCM because you needed lots of manpower available to the player. So maybe it could work if you made AIM and MERC cheaper and/or adjust mercs' abilities according to your needs?
(I know this is more sort of a dirty hack than a solution but it would perhaps keep you able to continue modding and playtesting ...)
Re: Skyrider's Helicopter shot up bad[message #292779] Wed, 26 October 2011 22:52 Go to previous messageGo to next message
KEN C

 
Messages:248
Registered:May 2007
Location: Aberdeen Washington USA
@ Sam, Thank you for your input. My INSANE mod is set in 2003.with a condiderably larger population, larger towns and cities, roadblocks, etc. For example Omerta now has 5 sectors defended by militia. The daily cost of 32 AIM and MERC employees (minus 6 IMPS)is prohitive. The mine income is 100%. Another reason is that the PCM actors all have scripts and personalities that ad to game immersion. Note; I see NO immersive code being written recently.
I am not able to do the "transfer". So I whine.
As to MM's wonderful interface mod, Who the hell decided that I ( and every other player) would prefer to look at that incredible ugly black screen that we have now?
If I make changes as you suggest then whose mod would it be?
Re: Skyrider's Helicopter shot up bad[message #292780] Wed, 26 October 2011 23:24 Go to previous messageGo to next message
Sam Hotte

 
Messages:1995
Registered:March 2009
Location: Middle of Germany
As i said, the daily costs of 32 hired mercs could be tuned down to no longer be prohibitive.
(and yes, OC i know that this changes the feeling of the mod as compared to RPCs)

And it would still be your mod.

Any way, do as you like; i was just suggesting workaround that would allow you continuing modding, testing, playing to cover the time till PCM could be adopted and new interfaces created by whoever is able and willing to. :shrug:
Re: Skyrider's Helicopter shot up bad[message #292781] Wed, 26 October 2011 23:32 Go to previous message
KEN C

 
Messages:248
Registered:May 2007
Location: Aberdeen Washington USA
As it is now it is a simple map mod. nothing more.
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