AGT [message #472765] |
Sat, 04 August 2012 02:24 |
Major-Payne
Messages: 561 Registered: March 2012 Location: Im actually MUDKIPS
Karma: 0
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Colonel |
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Was anything done to modify the AGT firing rate or the AGT rocket splash range?
I've been trying to run to ref with people on mesa with techs but the agt got us both every single time, same thing for the wf walk on gaycier, and the wf walk on city/city_fly
It's all part of the big illusion that we perpetuate on ourselves and in turn is perpetuated upon us. When we believe, we engage the illusion. When we stop believing we shatter the illusion and shatter ourselves in the process. Because we are, part of it.
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Re: AGT [message #472767 is a reply to message #472765] |
Sat, 04 August 2012 03:53 |
Jamie or NuneGa
Messages: 954 Registered: June 2007
Karma: 0
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Colonel |
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Theres a lot of luck involved in mesa, but I can still do it with one person if I wait for agt to shoot harv, so I disbelieve your initial hypothesis.
Glacier is too random... keep trying.
Jamie is a guys name in Europe...
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Re: AGT [message #472772 is a reply to message #472767] |
Sat, 04 August 2012 10:42 |
Sean
Messages: 822 Registered: February 2009
Karma: 0
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Jamie or NuneGa wrote on Sat, 04 August 2012 03:53 | Theres a lot of luck involved in mesa, but I can still do it with one person if I wait for agt to shoot harv, so I disbelieve your initial hypothesis.
Glacier is too random... keep trying.
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This, nothing's been changed your just bad mudkipz.
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Re: AGT [message #472773 is a reply to message #472765] |
Sat, 04 August 2012 11:11 |
Major-Payne
Messages: 561 Registered: March 2012 Location: Im actually MUDKIPS
Karma: 0
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Colonel |
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hmmm, odd
It's all part of the big illusion that we perpetuate on ourselves and in turn is perpetuated upon us. When we believe, we engage the illusion. When we stop believing we shatter the illusion and shatter ourselves in the process. Because we are, part of it.
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Re: AGT [message #472775 is a reply to message #472765] |
Sat, 04 August 2012 12:45 |
YesNoMayb
Messages: 176 Registered: February 2012
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Recruit |
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I tried the wf walk on glacier too and I couldn't do it. I agree with mudkips on this. I used to be able to do it easily pre-4.0.
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Re: AGT [message #472776 is a reply to message #472765] |
Sat, 04 August 2012 13:53 |
Generalcamo
Messages: 522 Registered: October 2010
Karma: 0
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Colonel |
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I think I know the reason.
The netcode has been improved since pre-4.0, so there is less lag. That means that the AGT will "see" you quicker then normal.
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Re: AGT [message #472777 is a reply to message #472765] |
Sat, 04 August 2012 14:09 |
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Xpert
Messages: 1588 Registered: December 2005 Location: New York City
Karma: 0
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General (1 Star) |
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The AGT fires more accurately. On 4.0 servers, the AGT doesn't fire anymore at players if the enemy isn't in their site. The old way, the AGT would shoot its machine guns at places like the C&C_Field tunnels even though the player isn't in sight of the AGT or has left the sight of the AGT.
This fix probably has something to do with it. If an enemy is in sight, it will fire at that exact moment.
void GDI_AGT_Gun::Enemy_Seen(GameObject* GunObj, GameObject* EnemyObj)
{
// Check for an living target which is in range
if (!IsValidEnemy(GunObj, EnemyObj))
return;
// If the current enemy is still a valid target, ignore this enemy
if (IsValidEnemy(GunObj, Commands->Find_Object(EnemyID)))
return;
// Attack!
ActionParamsStruct ActionParams;
ActionParams.Set_Basic(this, 100, 1);
ActionParams.Set_Attack(EnemyObj, 300, 0, true);
ActionParams.AttackCheckBlocked = false;
Commands->Action_Attack(GunObj, ActionParams);
Commands->Start_Timer(GunObj, this, .1f, 0);
EnemyID = Commands->Get_ID(EnemyObj);
}
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[Updated on: Sat, 04 August 2012 14:10] Report message to a moderator
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Re: AGT [message #472810 is a reply to message #472765] |
Sun, 05 August 2012 01:36 |
Major-Payne
Messages: 561 Registered: March 2012 Location: Im actually MUDKIPS
Karma: 0
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Colonel |
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Well this does take out an important tactical element in the game. Is this going to be fixed? I doubt this is what TT would have intended, since it's a valid tactic that has been used for a decade now
It's all part of the big illusion that we perpetuate on ourselves and in turn is perpetuated upon us. When we believe, we engage the illusion. When we stop believing we shatter the illusion and shatter ourselves in the process. Because we are, part of it.
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Re: AGT [message #472811 is a reply to message #472765] |
Sun, 05 August 2012 01:56 |
iRANian
Messages: 4308 Registered: April 2011
Karma: 0
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General (4 Stars) |
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The only reason that worked is because the base defences were bugged before, it's not intended for people to walk those areas.
Long time and well respected Renegade community member, programmer, modder and tester.
Scripts 4.0 private beta tester since May 2011.
My Renegade server plugins releases
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Re: AGT [message #472842 is a reply to message #472765] |
Sun, 05 August 2012 11:42 |
Major-Payne
Messages: 561 Registered: March 2012 Location: Im actually MUDKIPS
Karma: 0
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Colonel |
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wait, ob walking as in walking in with 2 people in different directions or ob walking as in glitching the ob?
Also, I don't see it as an invalid tactic, two people work together, one to distract base defences and the other to get the job done. How is that different from trying to get into someone's base with 2 hotties by taking 2 different routes when someone is camping tunnels?
It's all part of the big illusion that we perpetuate on ourselves and in turn is perpetuated upon us. When we believe, we engage the illusion. When we stop believing we shatter the illusion and shatter ourselves in the process. Because we are, part of it.
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Re: AGT [message #472844 is a reply to message #472765] |
Sun, 05 August 2012 11:54 |
robbyke
Messages: 348 Registered: September 2010 Location: Belgium
Karma: 0
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the splitting tactic mostly wont work on the AGT
or at least ive never seen an succesfull one
at Nod it is a valid tactic
Owner of kambot TT server
kambot.freeforums.org
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Re: AGT [message #472852 is a reply to message #472765] |
Sun, 05 August 2012 12:48 |
Major-Payne
Messages: 561 Registered: March 2012 Location: Im actually MUDKIPS
Karma: 0
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Colonel |
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also, you can't C4 the gdi harv anymore as nod an hourglass
but GDI can still C4 the nod harv
It's all part of the big illusion that we perpetuate on ourselves and in turn is perpetuated upon us. When we believe, we engage the illusion. When we stop believing we shatter the illusion and shatter ourselves in the process. Because we are, part of it.
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Re: AGT [message #472878 is a reply to message #472765] |
Mon, 06 August 2012 02:06 |
Major-Payne
Messages: 561 Registered: March 2012 Location: Im actually MUDKIPS
Karma: 0
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Colonel |
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Well technically, if the AGT guns fire more accurately now, that WOULD constitute a change in the rocket firing rate with 4.0
It's all part of the big illusion that we perpetuate on ourselves and in turn is perpetuated upon us. When we believe, we engage the illusion. When we stop believing we shatter the illusion and shatter ourselves in the process. Because we are, part of it.
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Re: AGT [message #472880 is a reply to message #472765] |
Mon, 06 August 2012 05:37 |
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Distrbd21
Messages: 743 Registered: September 2008
Karma: 0
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Colonel |
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So you guys beg for them to fix Renegade, but then you cry and bitch when they do?????
TBH the agt can still be walked, you just need to up your skillz and stop being a n00b, man up and use team work.
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Re: AGT [message #472885 is a reply to message #472880] |
Mon, 06 August 2012 09:16 |
Major-Payne
Messages: 561 Registered: March 2012 Location: Im actually MUDKIPS
Karma: 0
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Colonel |
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Distrbd21 wrote on Mon, 06 August 2012 05:37 | lol im a retard with no input
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It's all part of the big illusion that we perpetuate on ourselves and in turn is perpetuated upon us. When we believe, we engage the illusion. When we stop believing we shatter the illusion and shatter ourselves in the process. Because we are, part of it.
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Re: AGT [message #472912 is a reply to message #472765] |
Mon, 06 August 2012 18:13 |
StealthEye
Messages: 2518 Registered: May 2006 Location: The Netherlands
Karma: 0
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General (2 Stars) |
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FYI: The AGT machine guns fire at the first target they see. The rocket is fired at the target of the first machine gun assuming that this target is also visible to the machine gun (if not, it could switch to the second machine gun's target). Switching targets when they become invalid (behind wall/out of range) is undefined, you could consider it random.
This is all exactly the same as in stock. The only real difference is that the TT AGT ensures not to keep firing when the target becomes invalid. The original code is broken in that sense, as it only makes the AGT stop sometimes.
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