Re: 1.13 Feature requests thread[message #11319]
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Sat, 01 October 2005 08:24
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gmonk |
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Messages:670
Registered:April 2002 Location: Newfoundland, Canada |
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The flares were just GL shells that could launch a flare (break light illumination) to GL ranges. The should be a pic in the UB assets, it was a copper-coloured shell. It'd be really cool to have a mortar shell that could launch a break light cluster and maybe a large mortar smoke round, too. But that can all probably be done in the XML files, maybe?
In Sierra Gordo by BecomingX there were trip flares, too, but they'd require a map mod to place them in enemy sectors. I can't remember if they worked when replanted by my IMP or not.
I got hit with a mortar gas round in my first fight tonight, nasty shit that mustard gas, landed right in the middle of the squad, two dead in one round! Good stuff! I've got them but haven't used any yet.
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First Sergeant
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Re: 1.13 Feature requests thread[message #11330]
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Sun, 02 October 2005 15:25
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Kaiden |
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Messages:504
Registered:September 2003 |
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Quote:Originally posted by Snap:
Also keep in mind that options in the INI file don't have to be just on/off switches. Right, these options in the INI file are essentially variables in the code and can be changed not only from game to game, but during the same game (Save, Change INI setting, Reload). So just about any variable can be externalized.
Some settings however, should not be lowered during gameplay, such as militia size and max_strategic_team_size, lowering these variables during a game could cause some major CTD's but that's only because you may have sectors that have too many militia, or there may be enemy patrols that are too large.
And then there are the settings that affect the beginning of the game only, such as starting cash, and the Queens reinforcement pool at the start of the game. Changing these values mid-game have no effect of course.
Once the file starts getting large, there may be some performance tweaking that needs to be done.
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Re: 1.13 Feature requests thread[message #11335]
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Tue, 04 October 2005 05:34
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Khor1255 |
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Messages:1817
Registered:August 2003 Location: Pleasantville, NJ |
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I think this is already possible in the Beta editor by just using the electric trap and placing it on every grid like you said. The bad thing with the current method is you'd have to have a switch for every tile and this is both unrealistic and time consuming.
Having an area of effect type setting for traps and explosions would be a good addition to the beta but I don't think anyone has had too much luck making changes there.
My single greatest request for anyone working on the beta map editor is that you provide a .bat or something that adapts it to any mod changes you make. The beta will crash now when you even try to access the items tab in a project where you've altered the items. If this was even hacked it would be a huge help to those of us using the beta for our mods.
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Sergeant Major
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