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Re: C&C_Assault BETA 1.0 released. [message #186107 is a reply to message #186099] |
Tue, 17 January 2006 18:10 |
bisen11
Messages: 797 Registered: December 2004
Karma: 0
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Colonel |
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I suggest making a Powerup that gives you 2000 health/armor for when your testing. That way you can get through all the stages to make sure everything works. Or you could create a character with blammo.
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Re: C&C_Assault BETA 1.0 released. [message #186119 is a reply to message #186099] |
Tue, 17 January 2006 19:45 |
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I dont feel like sitting here for like four hours just so i can test it. Make something so your invinvible and can run fast.
HORQWER wrote on Tue, 18 September 2007 20:47 | this is not a real renegade forums ,some one made it up
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Renegade Forums - Official Drama Perpetuator.
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Re: C&C_Assault BETA 1.0 released. [message #186135 is a reply to message #186099] |
Wed, 18 January 2006 03:43 |
Naamloos
Messages: 771 Registered: April 2004 Location: The Netherlands
Karma: 0
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I guess I should add a few haxxor weapons for testing then I suppose eh?
What texture was missing exactly? As far as I know all the textures work, any "new" textures should be inside the .mix... Unless I deleted it without noticing...
Beter known as "raapnaap".
www.apathbeyond.com
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Re: C&C_Assault BETA 1.0 released. [message #186138 is a reply to message #186099] |
Wed, 18 January 2006 04:06 |
Naamloos
Messages: 771 Registered: April 2004 Location: The Netherlands
Karma: 0
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Huh... Odd, I didn't have any problems like that, even in my test.
Anyone else got this?
Edit: That "OMG HAXXOR" is supposed to be the first boss you find. It's a lot stronger then other AI bots so it should need a few more bullets in the head. It's just that I'm really bad at making up names
Beter known as "raapnaap".
www.apathbeyond.com
[Updated on: Wed, 18 January 2006 04:10] Report message to a moderator
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Re: C&C_Assault BETA 1.0 released. [message #186147 is a reply to message #186099] |
Wed, 18 January 2006 05:26 |
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TD
Messages: 966 Registered: May 2005
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ZOMG H4X. You should add one of this in the end of the tropics place.
Also, are you supposed to spawn on the ped @ the pp when you go to the transporter at the end of the tropics? Or did you do that since you didn't finish it? Make the map about 3x bigger
Or, you could mirror the (3x size of now) map and paste it somewhere to do this same thing for nod. So, few islands for nod, few for gdi, both seperated, but it's mirrored, so where nod turns left, gdi turns right. The bots should have about the same strength and amount. The LAST transporter on each island transports you to the ped of the enemy, which you can beacon (you can grab a beacon from a crate there).
You can make a test version with the one you have right now, Also, why is PP AND BAR needed? You could just add Bar for GDI and HON for Nod (in the mirrored map). They shouldnt be able to be damaged. You win by nuking ped.
That's my idea, if you can make a test version asap we can see if this works well and is fun
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Re: C&C_Assault BETA 1.0 released. [message #186154 is a reply to message #186099] |
Wed, 18 January 2006 05:54 |
Naamloos
Messages: 771 Registered: April 2004 Location: The Netherlands
Karma: 0
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The 'stage 3' teleporter teleports you back to base simply because there aren't any other stages yet. Once there are, the teleporter will warp you there instead.
To change names of objects you will need to add them to the strings.tdb, and then attach them to the object. That's what I did with the crates and the 'boss'.
Quote: | and would you like a host for your maps?
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Not right now, but once it's final everyone is free to host it.
Beter known as "raapnaap".
www.apathbeyond.com
[Updated on: Wed, 18 January 2006 05:54] Report message to a moderator
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Re: C&C_Assault BETA 1.0 released. [message #186158 is a reply to message #186154] |
Wed, 18 January 2006 06:05 |
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TD
Messages: 966 Registered: May 2005
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Naamloos wrote on Wed, 18 January 2006 13:54 | The 'stage 3' teleporter teleports you back to base simply because there aren't any other stages yet. Once there are, the teleporter will warp you there instead.
To change names of objects you will need to add them to the strings.tdb, and then attach them to the object. That's what I did with the crates and the 'boss'.
Quote: | and would you like a host for your maps?
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Not right now, but once it's final everyone is free to host it.
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What about my idea? Or is it too much work and laggy for ingame players? If not, observer mode is still a nice idea. So instead of mirroring the map, you could improve the current one more and more.
Perhaps you should add the ability to purchase the BASIC characters for GDI, and instead of a beacon you get 2 extra remotes or something like that. And add 100hp extra for all basic chars (50 health, 50 armor).
It's a bigass map, pretty hard to survive And after every teleporter you should add a PT.
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Re: C&C_Assault BETA 1.0 released. [message #186160 is a reply to message #186099] |
Wed, 18 January 2006 06:11 |
Naamloos
Messages: 771 Registered: April 2004 Location: The Netherlands
Karma: 0
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No mirrors.
Quote: | It's a bigass map, pretty hard to survive
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You aren't supposed to be able to finish it solo. However I will place a few basic rifle and health spawners at "rest points" so you can recover a bit. I may also add PT's inside the barracks for basic infantry only, but the engineer would change into a limited ammo medic type unit, maybe anyway, I'll see how it works out.
For the final stage (which is still far away from being added) I will make a large Nod base which needs to be destroyed.
Beter known as "raapnaap".
www.apathbeyond.com
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Re: C&C_Assault BETA 1.0 released. [message #186170 is a reply to message #186154] |
Wed, 18 January 2006 08:29 |
bisen11
Messages: 797 Registered: December 2004
Karma: 0
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Naamloos wrote on Wed, 18 January 2006 07:54 |
To change names of objects you will need to add them to the strings.tdb, and then attach them to the object. That's what I did with the crates and the 'boss'.
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How do you edit the strings?
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Re: C&C_Assault BETA 1.0 released. [message #186173 is a reply to message #186099] |
Wed, 18 January 2006 08:54 |
Naamloos
Messages: 771 Registered: April 2004 Location: The Netherlands
Karma: 0
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Double click on the empty slot.
For easy searching I suggest you start all strings with "IDS_Enc_A_".
Then go to your object and attach your new string.
That's how I do it.
Edit: Don't forget that once you edit stings for a map, you will need to include your modified strings.tdb with your map. Placing it inside the .mix does not work.
Beter known as "raapnaap".
www.apathbeyond.com
[Updated on: Wed, 18 January 2006 09:03] Report message to a moderator
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