Gateshead Re-release [message #244085] |
Wed, 07 February 2007 21:01 |
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Cpo64
Messages: 1246 Registered: February 2003 Location: Powell River, B.C. Canada
Karma: 0
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General (1 Star) |
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Got board, so I fixed up Gateshead a bit.
Terrain etc is still all the same. But I have fixed up several things in LE.
NOD:
Construction Yard now repairs buildings correctly,
Repair Pad now works correctly,
Base Defences are a bit better laid out.
Tailgun defences are now a bit better, user controlled ones have been removed, but AI ones now have been repositioned and have more flexibility.
GDI:
MRLS and Med Tank have been re-added.
Gunboat defences now give less points to NOD.
There are now three gun boats.
Gunboat ammunition is now much more dangerous (using mrls rockets.)
Gunboats now give 1 credit per second, each, for a total of 3 credits.
These changes I believe will make it much more balanced, and much more playable.
C&C_Gateshead_AD
http://www.appointedfate.com/renegade/gateshead_ad.zip
There will be a non-dedicated server hosted my myself running for a while, so if you want to join me, your welcome to.
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Re: Gateshead Re-release [message #244097 is a reply to message #244085] |
Wed, 07 February 2007 23:01 |
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Cpo64
Messages: 1246 Registered: February 2003 Location: Powell River, B.C. Canada
Karma: 0
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General (1 Star) |
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LMAO...
I guess... the wall isn't high enough,
There are a few things I would like to fix about the terrain, such as, a higher wall, some misaligned veticies (tib field) blocking off access to certain areas. But I don't have the gmax file anymore... so there isn't much I can do.
As for the issue you showed specifically... I don't think it will effect game play that much, if the wall was there, you would have hit it, and almost certainly blown up as a result of the fall. So in the end the result is the same.
Edit: Bah you cheated, editing the vehicle to make it go faster
Under normal circumstances, the buggy barely even leaves the hill side!
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[Updated on: Wed, 07 February 2007 23:07] Report message to a moderator
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Re: Gateshead Re-release [message #244145 is a reply to message #244085] |
Thu, 08 February 2007 03:41 |
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Ryu
Messages: 2833 Registered: September 2006 Location: Liverpool, England.
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General (2 Stars) |
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It would have got stuck half way in the airstrip.
Tho, F8 + edit = Fast speeds on buggy. ;-D
Presence is a curious thing, if you think you need to prove it... you probably never had it in the first place.
[Updated on: Thu, 08 February 2007 03:41] Report message to a moderator
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Re: Gateshead Re-release [message #244367 is a reply to message #244085] |
Thu, 08 February 2007 23:03 |
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Veyrdite
Messages: 1471 Registered: August 2006 Location: Australia, Sydney
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General (1 Star) |
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Quote: | Tho, F8 + edit = Fast speeds on buggy. ;-D
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what do you mean by edit? alt or somethin?
map is to simple and blank. need more objects, large rocks, ruins, thick plants etc round the map. maybe a dsapo walls placed at the gdi base entrance.
also, if it was held on a small server, a noddy could be a ravshaw and shred a gdi whenever he spawrns.
any chance we could move the gunboats a little closer so it can be repaired with a hottie? engie would be too close though.
empty vehicle spwrns in both bases to cover ground quicker at the beggining of game would also make it less boring.
WOL: Veyrdite Previously: Dthdealer ( a long time ago )
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Re: Gateshead Re-release [message #244385 is a reply to message #244085] |
Fri, 09 February 2007 00:10 |
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Cpo64
Messages: 1246 Registered: February 2003 Location: Powell River, B.C. Canada
Karma: 0
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General (1 Star) |
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How could a ravshaw shread gdi spawns? to be close enough, he would be pounded by the gunboats. And the tents have a small entrance o.O
Gunboats are only there to give Nod something to shoot at if GDI team sucks, Nod shouldn't really leaving their base. Repair them? It takes a hell of a long time to kill them, only way I found to do it is with an arty from long range. And generally if your sitting there shooting at something, GDI would come and find you, and remove you as a threat. If GDI's defence was too easy, they would always win, as, they don't have a base to destroy (unless beacons are enabled.
I considered walls, but they seemed counter intuitive. It is supposed to give you the impression GDI just arrived. And it takes a while to build concrete walls.
Rocks probably would have been a good idea But then this is taking place on top of an ice shelf, the fact there are tree's is pushing it.
GDI probably could have had a couple of hummers at the start, but my experience with vehicle spawns is they are generally annoying. Most servers start with at least 150 credits, So within the first two min you will have enough to buy a vehicle, and there are the near by nod defences to take out on foot if your board anyways.
Nod, start vehicles? again, they are supposed to be defending.
I appreciate your input, however, I disagree. And this was more an attempt to fix my original release. As it had several building issues, and other bugs.
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Re: Gateshead Re-release [message #244481 is a reply to message #244085] |
Fri, 09 February 2007 12:32 |
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Cpo64
Messages: 1246 Registered: February 2003 Location: Powell River, B.C. Canada
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General (1 Star) |
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I cloned the Nod Airstrip controller, replaced the cinematic used by it with a custom one thats more appropriate for GDI.
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Re: Gateshead Re-release [message #244492 is a reply to message #244085] |
Fri, 09 February 2007 13:03 |
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Cpo64
Messages: 1246 Registered: February 2003 Location: Powell River, B.C. Canada
Karma: 0
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General (1 Star) |
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Here it is,
Ensure cargo.w3d stays near by. You might be able to rewrite it so it doesn't need it, I honestly can't remember since its been years.
You may need to edit this line:
-1 Create_Real_Object, 5, "GDI_Transport_Drop", 1, "BN_Trajectory"
GDI_Transport_Drop is a tempted copy of the GDI Transport Helicopter, that has been set to "civilan" and its health and armour has been set to blamo (so people can't blow it up.) If you don't do this, it allows Nod to destroy it, preventing GDI from receiving the vehicle it was carrying.
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Attachment: gdi_drop.zip
(Size: 0.83KB, Downloaded 50 times)
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Re: Gateshead Re-release [message #244500 is a reply to message #244085] |
Fri, 09 February 2007 13:37 |
Theboom69
Messages: 222 Registered: August 2006
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Recruit |
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Have Now idea what im doing with it but ok how do i make it work just add it with the map?
Also what would i change it to?
Sorry but ive never messed with this kinda thing.
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Re: Gateshead Re-release [message #244526 is a reply to message #244085] |
Fri, 09 February 2007 16:01 |
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Cpo64
Messages: 1246 Registered: February 2003 Location: Powell River, B.C. Canada
Karma: 0
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General (1 Star) |
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*sigh*
If you haven't done any modding before, I wouldn't even recommend attempting this.
However,
1. Place the two files in your mod folder.
2. Go into Buildings -> Airstrip, then make a temp of mp_Nod_Airstrip.
3. Give it a name, I used mp_GDI_Airdrop but you can use whatever you want.
4. Click on the settings tab. Change PlayerType to GDI. If you are attaching it to a building, change MeshPrefix to the apropreate prefix. Change the damage reports to something more gdi apropreate, remove them all together. Or if your not attaching it to a building, ignore it all together. Change "CinematicLengthToDropOff" to 14.600 "CinematicSlotIndex" to 3 and "CinematicLengthToVehicleDisplay" to 0. Finaly change "Drop-Off Cinematic" to "CnC_GDI_Cargo_Drop" or whatever you rename the txt file too.
5. Place the building control and car marker as you would for the airstrip.
6. Go into Object -> Vehicle -> GDI Vehicles -> GDI_Transport_Helicopter and temp that object.
7. Name the temp GDI_Transport_Drop. Click the settings tab. Change the Skin to "Blamo" and the Shield Type to "Blamo"
That should be it. If you don't understand the process, you probaly shouldn't even bother.
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