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Szlat

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RPGWeapons now also check if the damage type is appropriate to their weapon before applying bonuses etc.
TheDruidXpawX

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Szlat wrote:
RPGWeapons now also check if the damage type is appropriate to their weapon before applying bonuses etc. 


Awesome! Thanks for the fix szlat!

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TheDruidXpawX

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Sorry, no build yet. I spend about 8 hours today trying to convince qwest that they have to send someone out to fix my dsl line. Good times!

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The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.

The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star
Moof

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Szlat, I'm looking at the Engineer stuff again, since I started Engimoof tonight. First, before I launch into this, let me offer myself as your Engineer class helper. I know Bot and Dru are busy as heck with other stuff in the DruidsRPG source right now, and I can't help with the really crazy stuff you do. But if you need abilities worked out, or bugs fixed, or if you need me to take a look at anything, lemme know!

Also: this may be just me. Listen server vs. dedicated server and all that. I don't know.

I have the current DruidsRPGcvs compiled and running as a listen server. I'm Level 201 in a one man invasion match on Deck 17, and have given myself the following abilities:

Engineer
Loaded engineer 5
Turret Points 5
Vehicle Points 5
Armor Vampirism 2
Shield Regeneration 2


Here is what I currently observe.

-The players ALWAYS spawns with the Engineer Link Gun of Infinity. Should they have to pick up a link first, then make it with an artifact, ala the Medic Weapon artifact?
-Players can still pick up a link gun as they normally would and have two link guns. They even have separate ammo supplies.
-I have access to the Sentinel and Manta. I cannot summon either. The points display says that I have enough - 0:0:0/0:5:5 - and I have 100 adren. When I press U, nothing happens. Other artifacts work normally.
-Shield Regeneration did not start working until my shield was knocked all the way down my first life with it.

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Szlat

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Moof wrote:
Szlat, I'm looking at the Engineer stuff again, since I started Engimoof tonight. First, before I launch into this, let me offer myself as your Engineer class helper. I know Bot and Dru are busy as heck with other stuff in the DruidsRPG source right now, and I can't help with the really crazy stuff you do. But if you need abilities worked out, or bugs fixed, or if you need me to take a look at anything, lemme know! 
Cheers Moof. Any help always very welcome.

With a lot of these things, I have had some comms with Druid, and I have posted a number of things on the forums, but there isn't always a lot of feedback. So, a lot of the stuff I have just implemented. As such, I don't consider it a final polished implementation - just a starting point from which we can evaluate what works and what doesn't work, and change things accordingly. So, any feedback or changes you want to make, go ahead. To be honest, once Druid really gets time to look at it, I am sure there are changes he will want to have made. He always has slightly different balancing ideas to me - and he is usually right.

Moof wrote:
-The players ALWAYS spawns with the Engineer Link Gun of Infinity. Should they have to pick up a link first, then make it with an artifact, ala the Medic Weapon artifact? 

I did it that way - rightly or wrongly.
  • The prime difference between the two is that the Engineer's weapon has to be a link. So the medic chooses which weapon to make his superhealer, so needs to have some way of saying 'this one' - hence the artifact. With the Engineers, it has to be a link - there is no choice.
  • What about maps where there isn't a link? (e.g. Gael).

    Moof wrote:
    Players can still pick up a link gun as they normally would and have two link guns. They even have separate ammo supplies. 

    I had noticed you could still pick up a link. I hadn't noticed they had separate ammo supplies. The Engineer's weapon is not strictly a link, but an "EngineerLinkGun", which is very similar to a link, but has shorter alt-fire range but is more powerful. So the engine treats the standard RPGLinkGun as a separate weapon type. I don't think that particularly hurts - but this is one of these items where I need feedback from others - is it wrong or just different?

    Moof wrote:
    I have access to the Sentinel and Manta. I cannot summon either. The points display says that I have enough - 0:0:0/0:5:5 - and I have 100 adren. When I press U, nothing happens. Other artifacts work normally. 

    Strange, it should work. In order to spawn something, you have to fire the translocator, then active the artifact. The turret/vehicle will then spawn where the translocator beacon is (even in mid-air at the moment). Word of warning - don't spawn the Manta up hill from yourself, it will squash you as it glides downhill. If the translocator isn't your current weapon, or the beacon isn't deployed, it wont work. Perhaps it ought to give a reason why not tho?

    Moof wrote:
    Shield Regeneration did not start working until my shield was knocked all the way down my first life with it. 

    Again, the implementation is up for discussion. I felt this ability ought to have multiple levels. The level affects the shield amount it will regen back up to. So level 1 will regen up to 10 armor, level 15 will regen back up to 150 armor. The ability also grants you that much armor initially. So, at level 2, you should have spawned with 20 armor, and the regen function will regen back up to 20 whenever it is below that.

    Sorry, I haven't provided much of a description for each class/ability to describe how it is implemented, and how it is supposed to work. That would have cleared up some of these points.
  • Moof

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    I had no idea I had to toss out the trans to summon something. It works now

    We may need some modification for non-xTeamGame matches (ie, Deathmatch), but that'll come later

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    BotFodder

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    In hindsight it's a good thing Dru's been too busy to do a build ...

    I've got a better handle on Replication and will probably be tweaking the replication for MonsterPointsInv/EngineerInv (and cleaning up the corresponding interaction classes - there would be a bunch of "if" statements we wouldn't need). Normally I'd like to get some feedback from someone who has a bit more experience with it, but so far I think that's Dru, and when it comes to a race between my impatience and his availability, usually my impatience is going to win.

    Holy crud - Firefox 2.0 RC 3 has a spell checker in text boxes!

    Anyways, I'm probably going to tweak quite a few objects this afternoon when I get home ...

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    TheDruidXpawX

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    BotFodder wrote:
    In hindsight it's a good thing Dru's been too busy to do a build ...  


    Well it hasn't entirely been my idea to troubleshoot my dsl for hours on end. My problem is now being promoted up the chain.

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    The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star
    BotFodder

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    TheDruidXpawX wrote:
    Well it hasn't entirely been my idea to troubleshoot my dsl for hours on end. My problem is now being promoted up the chain. 

    Oh, come on ... isn't that your idea of fun!?

    How's this going? Have they at least admitted that there's a problem?

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