Search found 28 matches
- 18 Dec 2013, 22:37
- Forum: Development
- Topic: Units won't shoot if desired target is hidden & movement
- Replies: 4
- Views: 3839
Units won't shoot if desired target is hidden & movement
I've noticed units refusing to shoot at anything if they want to shoot at an enemy which is behind a wall or otherwise out of sight to the unit. Their turret is aiming towards the enemy they're unable to shoot and instead of acquiring a new target and dealing damage to it, they'll sit there holding ...
- 10 Feb 2012, 15:40
- Forum: Artwork
- Topic: Models by MaNGusT (AR)
- Replies: 870
- Views: 6346405
Re: Models by MaNGusT (AR)
There have been many games which implement the ability of a user to upload a custom image and use it in-game, such as arm patches in Raven Shield or sprays in the Source games. In the case of the arm patch, it's put on the same spot of the player model every time. It's a separate texture and it does...
- 10 Feb 2012, 11:35
- Forum: Ideas and suggestions
- Topic: Flowfield pathfinding
- Replies: 2
- Views: 1960
Re: Flowfield pathfinding
Edit: I now realize that, even when using flowfield pathfinding, units could still have trouble moving around in spaces that would be pretty narrow for them, as can be demonstrated here . :augh: The first demonstration currently happens at a worse level with the possibility of units getting "c...
- 07 Feb 2012, 14:10
- Forum: Addon discussions
- Topic: [DEPRECIATED] Campaign 4 (Old thread)
- Replies: 428
- Views: 161193
Re: [ALPHA][Curr.Ver: Release-7]Campaign 4 Preview & Bug Rep
The campaign doesn't seem to have the ability to progress if you managed to save the transport from the enemies in M1. I looked through the scripts for M1 and I couldn't find anything that would act as a safety for this. I also didn't notice the console messages during my first go at this campaign, ...
- 25 Feb 2011, 17:12
- Forum: Development
- Topic: another possible 2.3.7 bug
- Replies: 2
- Views: 1502
Re: another possible 2.3.7 bug
There's a research facility off the map to the south which will be usable to you later, I'm pretty sure that's the reason for only being able to build four.
- 24 Feb 2011, 01:43
- Forum: Mapping / Modding tools & discussions
- Topic: [DEVELOPMENT] Campaign 4 Development Thread
- Replies: 408
- Views: 131582
Re: Community-developed "Campaign 4". Any interest?
I can create maps, textures (if they're needed - a new tileset would be interesting, though I don't know how to implement one), and I know some scripting. I also came up with a similar possible storyline: A scavenger colony in the East discovers an abandoned NASDA base and begins research of its art...
- 22 Feb 2011, 11:07
- Forum: Other Talk
- Topic: Corrupt-A-Wish
- Replies: 1596
- Views: 468061
Re: Corrupt-A-Wish
Wish granted, but now you can only produce trucks
I wish I had a better roommate
I wish I had a better roommate
- 22 Feb 2011, 09:31
- Forum: Ideas and suggestions
- Topic: warzone 2100 publicity
- Replies: 312
- Views: 373192
Re: warzone 2100 publicity
The unwanted people probably won't be interested in playing an old RTS game released in 1999.
- 22 Feb 2011, 05:35
- Forum: Mapping / Modding tools & discussions
- Topic: [DEVELOPMENT] Campaign 4 Development Thread
- Replies: 408
- Views: 131582
Re: Community-developed "Campaign 4". Any interest?
I'd be interested, but there seems to be a lot of hassle with making a singleplayer campaign.
- 19 Feb 2011, 02:14
- Forum: Other Talk
- Topic: Corrupt-A-Wish
- Replies: 1596
- Views: 468061
Re: Corrupt-A-Wish
Granted, but only after a second collapse initiated by Nexus's second hidden intruder program which takes over The Project completely.
I wish for peach rings (candy).
I wish for peach rings (candy).
- 18 Feb 2011, 07:13
- Forum: Ideas and suggestions
- Topic: Incendiary Flak AA
- Replies: 4
- Views: 2711
Re: Incendiary Flak AA
Yes this idea sounds pretty awesome if it i possible to implement. On a side not i think it would be cool if VTOL death scenes were more epic, as in crash landing in stead of blowing into pieces in mid air. Maybe if the pieces of the VTOL kept the same horizontal velocity until they hit terrain or ...
- 18 Feb 2011, 01:36
- Forum: Addon discussions
- Topic: new maps
- Replies: 51
- Views: 18179
Re: new maps
An asymmetric map sounds like a fresh idea.curtis15 wrote:Any Fresh map ideas
Not that there's anything wrong with symmetric maps, there's just an abundance of them from the community.
- 17 Feb 2011, 21:16
- Forum: Other Talk
- Topic: Experience not being properly stored properly ?
- Replies: 10
- Views: 3670
Re: Experience not being properly stored properly ?
The limit is 32 units, and increasing that would break campaign saves. ah i see so its a limit of the system fair enough, I'm curious though how come only 32 units can have there experience stored ? as a side note would it be possible to increase the timer on the transition from beta to gamma campa...
- 17 Feb 2011, 09:17
- Forum: Development
- Topic: Reimplementation of Sensor Display
- Replies: 2
- Views: 1526
Re: Reimplementation of Sensor Display
For the most part it is, but when you have the satellite uplink center, it's not. I was also thinking more of having it on highlight areas sensors can see (for artillery).
- 17 Feb 2011, 06:03
- Forum: Development
- Topic: Reimplementation of Sensor Display
- Replies: 2
- Views: 1526
Reimplementation of Sensor Display
I think we should have sensor display back (how it originally was). I don't think I've ever kept up with updates and after a bit of searching, it seems like the sensor display has been changed from what it was originally, but now it's also disabled outside of debug mode. With how it is now, I'm fine...