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a new tankwreck bug [message #152309] Sun, 01 May 2005 10:12 Go to next message
bandie63 is currently offline  bandie63
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Hi everyone, I don't know if this has been pointed out yet, but it is another tankwreck glich. In City_flying, (And most likely other maps,) when a tank or other vehicle's wreckage (I've only seen it done with a hummer though,) is put in the firing range of the Obelisk, the obelisk will charge, but not fire, and not attack anything else, thus letting GDI into Nod's base. I would appreciate it if something could be done about it. Thanks!


~Bandie63
a new tankwreck bug [message #152319] Sun, 01 May 2005 12:15 Go to previous messageGo to next message
mac is currently offline  mac
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I saw that long ago.. Never was able to fix it.. I don't think that can be fixed..

Quote:


danpaul88: buggy bugs brenbot because buggy befriends brainlessness

a new tankwreck bug [message #152348] Sun, 01 May 2005 16:10 Go to previous messageGo to next message
-MP-recon is currently offline  -MP-recon
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it can be fixed because if u set the wreck on UNTEAMED the obelisk wont notice that it is a enemy vehicle

MP clan owns and im a member of it LOL ^^
Re: a new tankwreck bug [message #161850 is a reply to message #152309] Sun, 26 June 2005 12:17 Go to previous messageGo to next message
zunnie is currently offline  zunnie
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http://www.multiplayerforums.net/index.php?showtopic=894

Download a fix for that here.


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Re: a new tankwreck bug [message #161922 is a reply to message #152309] Mon, 27 June 2005 16:34 Go to previous messageGo to next message
trunkskgb is currently offline  trunkskgb
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I think tankwrecks should be removed.

My Renegade Maps
C&C Backstab || Rigdeline_b8 || C&C Halloween 2014 || Iron City (LE design) || Christmas Map (drafting)
Re: a new tankwreck bug [message #161988 is a reply to message #152309] Tue, 28 June 2005 07:51 Go to previous messageGo to next message
zunnie is currently offline  zunnie
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They can be disabled by the server owner in Server2.ini, they are
optional.


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Re: a new tankwreck bug [message #162020 is a reply to message #152309] Tue, 28 June 2005 15:21 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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personally I think they are a good touch, but the resurrected tanks should be a different preset with slightly less health and armour (and maybe battle damage on the model?) since you cant easily repair something which has been destroyed to its original state...

and if you do implement something like this the resurrected tank should not leave wreakage..that way it can only be resurrected once


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[Updated on: Tue, 28 June 2005 15:22]

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Re: a new tankwreck bug [message #162041 is a reply to message #152309] Tue, 28 June 2005 20:18 Go to previous messageGo to next message
Whitedragon is currently offline  Whitedragon
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This is caused because most people think 2 is neutral, however to scripts 2 is a "fake neutral" team which is still an enemy, while -2 is the "true neutral" team, which vehicles are set to when theres no one in them.

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Re: a new tankwreck bug [message #165395 is a reply to message #162041] Fri, 05 August 2005 08:42 Go to previous messageGo to next message
zunnie is currently offline  zunnie
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Whitedragon wrote on Tue, 28 June 2005 23:18

This is caused because most people think 2 is neutral, however to scripts 2 is a "fake neutral" team which is still an enemy, while -2 is the "true neutral" team, which vehicles are set to when theres no one in them.


Yea,

GDI - Team GDI (obviously)
Nod - Team Nod (obviously)
Neutral - Civilian (still an enemy from GDI and Nod)
Unteamed - Not teamed to any (not an enemy from either)


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Re: a new tankwreck bug [message #167395 is a reply to message #152309] Tue, 23 August 2005 20:35 Go to previous message
archer427 is currently offline  archer427
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i like civvies, you program them to attack anything that comes close so you can have something to do while the other side camps
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