|
|
Re: Nod Obelisk - Bad Aiming [message #249942 is a reply to message #249935] |
Thu, 15 March 2007 06:52 |
|
It will be in scripts.dll 3.2.
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
|
|
|
Re: Nod Obelisk - Bad Aiming [message #249951 is a reply to message #249935] |
Thu, 15 March 2007 09:18 |
DL60
Messages: 283 Registered: May 2006
Karma: 0
|
Recruit |
|
|
No I'm not using it. Never heard off but I'm glad if it helps.
So I think I have to wait a little bit for that fix in scripts 3.2.
"BI turret lag" is that the name of the script / fix? So I can look for it.
|
|
|
|
Re: Nod Obelisk - Bad Aiming [message #249962 is a reply to message #249935] |
Thu, 15 March 2007 10:21 |
StealthEye
Messages: 2518 Registered: May 2006 Location: The Netherlands
Karma: 0
|
General (2 Stars) |
|
|
Scripts.dll 3.0 then probably implemented the BI turret lag fix already.
Scripts.dll 3.2 will have an improved version, which no longer breaks the obelisk targeting.
DeathLink6.0, the fix is named "Turret lag fix", made by BlackIntel. Currently we do not have it on the site any more though as it was implemented in scripts.dll 3.0. The bug you are describing is not solved by the turret lag fix, but it is caused by it. This bug, together with another change, will be implemented in scripts.dll 3.2.
You'd best ignore the bug, if hosted on a dedicated server it will not exist anyway (well, it will only visually miss you, but still do damage.)
BlackIntel admin/founder/coder
Please visit http://www.blackintel.org/
|
|
|
|
Re: Nod Obelisk - Bad Aiming [message #249979 is a reply to message #249935] |
Thu, 15 March 2007 14:24 |
DL60
Messages: 283 Registered: May 2006
Karma: 0
|
Recruit |
|
|
So the "bug" will only appear in LAN-Mode. That's okay.
Now I have some last questions:
In the flying version of this I use the JDW_Base_Defense_VTOL-onlay-Script for my SAM-Sites and the "bug" appears also there with transportheils and so on.
Is it really necessary to pack the current version of scripts to .mix archive for working sam sites? (I think most players have scripts or?)
The interesting thing for me is the following:
If I pack some scripts into an archive will this have a bad effect later when a player uses a newer version of the scripts in his DATA-dir?
Will the "bug" appear on dedicated servers when the .mix archive contains the scripts?
|
|
|
|
|
|