obelfix.cpp improvements [message #490421] |
Wed, 28 January 2015 14:29 |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
Karma: 0
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The obelfix script has some pretty major bugs and also doesn't follow the way the obelisks charged worked during multishot targetting. The biggest issue is that quite often you wouldn't see or hear it fire client side. This is fixed entirely. These fixes do not affect gameplay at all. Its entirely audio and visual. If the obelisk shot at you before it will shoot at you now. This fix has been running on my test server and ultraaow newmaps for a few months now.
https://www.youtube.com/watch?v=6pWo0989DOE&feature=youtu.be
[Updated on: Wed, 28 January 2015 14:41] Report message to a moderator
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Re: obelfix.cpp improvements [message #490425 is a reply to message #490421] |
Wed, 28 January 2015 19:24 |
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dblaney1 has given me his changes and they will show up in scripts 4.2.
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
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Re: obelfix.cpp improvements [message #490437 is a reply to message #490436] |
Thu, 29 January 2015 13:28 |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
Karma: 0
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Commander |
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Jerad Gray wrote on Thu, 29 January 2015 12:31 | Did you fix it so it always aims at the head/target bone server side?
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Yes. Thats all good now. Fixed that a few weeks ago after I showed you it. The only time this script ever misses a shot is the in the same instances that the current obelfix.cpp script misses.
[Updated on: Thu, 29 January 2015 13:29] Report message to a moderator
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