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Chilibird

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Everything posted by Chilibird

  1. IMHO, that's not a bad thing. Otherwise, we'd have infantry getting wayy too close, and locking on using their ATGM's from short range, resulting in more consistant kills (or possibly even avoiding AA screens) The Ramses will hopefully be done for the next release, if I could figure out what the heck is up with the collision boxes. Has any of our modders had any success there, either?
  2. Nevermind, got it all sorted out
  3. I don't think there is any emoticon imaginable that is approprate for that statement..
  4. Well, for some odd reason, the OS bit it, and was having a really hard time starting today (took 3 tries), so I had to reinstall a little earlier than I had planned. Hopefully it's still possible to recover Drop Team, or it's code, somehow?
  5. Howdy all, Something's gone up with my computer. For some reason or another, OS X has become ungodly slow recently (DT is near un-runnable atm). I'm pretty sure it's probably something I downloaded, but I can't figure out what. Dispite all my attempts at system maitenence, nothing has improved the situation. So my next step is to reinstall OS X, wiping out everything on the disc. As I type, I'm backing up some of the irreplacable stuff, like pictures, or music, but anything that can be reinstalled will be wiped out when I reinstall OS X. Anywho, which leads me to my point. Somewhere along the line, my DT order email has been lost to the sands of time, along with the product code. Is there any way for me to recover this? Or am I gonna have to back DT up as well? (Not a preferable option, due to the nature of the backup) Thanks!
  6. Finally! An effective means of bot wrangling! I'm hoping to have the Ramses up and running for the next update, if I can figure out these bleeping coordinates :mad:
  7. A Thwomp would officially be the coolest deployable ever... 80 actually does seem good, so that mortars can be used to take them down, but tanks can't just plow em over.
  8. Oh dear. Do we have another Viper pilot? I look forward to our first real meeting on the battlefield
  9. Chilibird

    Taking over

    Why not go with a system close to Star Wars : Battlefront. Start with a range.. say +100 to -100. At +100, one team owns the base, at -100, the other does. At a certain range.. say +30 to -30, the base goes neutral. As for the combat thing.. I don't think, for takeover purposes, the combat thing is necessary. It's quite reasonable for a squad to take over a building, even though they're surrounded. Granted, without reinforcements, they are not likely to last long. So, if a tank fires upon the building (and it penetrates), THEN run a random calculation of squad members getting killed.
  10. I actually think the only substantial difference between team1 and team0 is the blood/water logo on them, but I'd have to actually compare em first
  11. It's up there in the first post. Both the Grey textures of each vehicle, and the individual camo sheets, are up there.
  12. Chilibird

    Taking over

    It's an interesting idea, but it seems like it'd increase the CPU requirements substantially. The constant calculations seem like it could be a bit of a burden.
  13. Actually, if I'm correct, a low density should allow the craft to float, but I'm not positive. Keep in mind that if the hovercraft engines go underwater, they blow. But sheesh guys, slow down! I can only unwrap so much at a time!
  14. Maybe just give them a weak single shot weapon, akin to a pistol?
  15. I've got collision models (Using the .obj files that contain only those particular faces)
  16. Howdy all, I'm almost done with the Ramses. As a matter of fact, I should've been done today. However, when playtesting (I gave the Ramses to a bot, and shot at it using a thor) shots would only hit some of the time. It seems like, even with the collision boxes, it would pass right through the model. (The tracers from some lower caliber models pass right through) However, I know at least one model is working since I managed to damage some internal components. And I did see some sparks fly from shots. But side shots don't work, neither does top, from what I can tell. However, rear shots do work, and I've seen ricochet from frontal shots. (I gave the front strong armor, as it's going to take the most fire from there in theory, but side and rear armor is paper thin) I haven't attempted bottom shots. Any ideas? Oh, and I suppose I can't go saying all this without leaving some sort of teaser...
  17. Yeah, but it would be nice to have it possible to sneak up on a tank easier. Especially if your opponent doesn't have foliage turned on, you'll get the coaxial gun turned on you, eliminating at least half your squad before you even come in range.
  18. I don't think so, because the game will treat the tank as if it was attached to the unit. (As the gun would be) Maybe replace one of the squad members with a tank? It seems iffy, but still worth a shot.
  19. What about a scout unit? Just one, and is armed with a 20 mm rifle. However, he has the ability to call in Artillery/Smoke/EMP/Resupply missions? Could be useful, since with the mercury, you can rarely get close enough to see your targets (I find myself using the tacmap to call artillery more often), but the scout can get close and call in artillery more accurately to where the units are.
  20. I haven't tried capturing an AA, but the inverted driver icon has to do with the DDS files. You need to download a new version of them to get those to fix up. (Should be the thread below this one)
  21. No such luck on Mac OS X. I tried it using the scons (got a permission denied error) and ran into multiple errors when I tried it through xCode. (Of course, compiling open source isn't my strong point >.<) Anywho, good stuff man, at least your getting it out there
  22. Found a bug in 1.2.2 on OS X. When clicking quit out of a single player scenario, DropTeam crashes. I've only tested this on Forsaken, but it happens every time.
  23. Good idea. We could have it spray mines, but replace the 'mines' with fire animation. I'm sure that it's just a tag to set it as a mine.
  24. This is Iceman. I suppse you're right, there. We don't know if the ground can dynamically change.
  25. Is it possible to have a projectile continue to deal damage after it is fired? What I'd like to experiment with is Napalm, or some future derivative thereof. It's fired in the same manner as the smoke rounds, but remains on the ground smoldering/smoking/flaming. Any unit that drives across this line is either destroyed, or damaged. For example.. tanks can advance without worry, but it pops the tires on quick vehicles like paladins. It's lie there smoldering for a minute or so, and then go out. Maybe a new version of the cutter, without the blade. Pressing the special action key switches its cannon from it's normal 20mm to a napalm spray. I think it'd be nice, both to avoid the quick hit and runs using paladins, ect, during CTF, and as a quicker, though temporary, barrier, instead of digging trenches. Thoughts?
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