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Szlat

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Joined: 05/18/2005 18:32:41
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Elite wrote:
And I confirmed it anything that freezes the tank subclass or increases it such like a quickfoot weapon will permanently increase the speed unless if you ghost or die. 
I have a fix for this which I will submit to cvs later. Thanks for the info.
Szlat

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There are 2 changes I want to make, but I am hitting problems implementing them. So thoughts please:

  • The hardcode players cannot be healed, by medics or engineers. I was hoping to somehow change the bar above them to indicate that - but clientside I can't get the information I need. I might need to resort to just giving a sound back. But people playing with the sound down will not pick that up. Any other thoughts? Perhaps flash them in red rather than the healing blue?

  • For Skilled Weapons it would be useful to show somehow how improved the current weapon is. I may be able to get to the F3 stats to get the number of kills, but working out the bonus is difficult as the client only has access to the coded defaults, and the server may be running with different settings which are not replicated. So I would know 10 kills, but not what difference that makes. I think Elite suggested at one stage possibly putting something in the weapon name - but the player could drop that weapon and pick up another of the same type - lots of monitoring code required, including possible changes to all weapons - so not good. So, any other thoughts? Perhaps generate a one-off message when the weapon is selected?
  • cribbage

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    Is it possible to use the same spherical effect that a berserk adren combo creates, but change the color?

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    greg11

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    Szlat wrote:
    There are 2 changes I want to make, but I am hitting problems implementing them. So thoughts please:

  • The hardcode players cannot be healed, by medics or engineers. I was hoping to somehow change the bar above them to indicate that - but clientside I can't get the information I need. I might need to resort to just giving a sound back. But people playing with the sound down will not pick that up. Any other thoughts? Perhaps flash them in red rather than the healing blue? 

  • Like cribbage said, spawn an emitter. Or instead of a blue overlay for healing, use a red one for when healing fails (or if a player is full)


  • For Skilled Weapons it would be useful to show somehow how improved the current weapon is. I may be able to get to the F3 stats to get the number of kills, but working out the bonus is difficult as the client only has access to the coded defaults, and the server may be running with different settings which are not replicated. So I would know 10 kills, but not what difference that makes. I think Elite suggested at one stage possibly putting something in the weapon name - but the player could drop that weapon and pick up another of the same type - lots of monitoring code required, including possible changes to all weapons - so not good. So, any other thoughts? Perhaps generate a one-off message when the weapon is selected? 

  • I say make it a new ability and hard code it.
    Abilities are easy enough for other servers to just subclass the defaults.
    Admins that don't know how to subclass them are not very familiar with modifying the defaults with the config file anyway.

    Why, oh why is there not a way to replicate config variables?
    Elite

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    on the extreme monster master the pets are getting 300% damage increase due to the advanced damage bonus for pet. There are currently 20 levels, i think it should be reduced to 10, and if that is still too strong then perhaps 5, but 10 should be good for now.

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    greg11

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    Elite wrote:
    on the extreme monster master the pets are getting 300% damage increase due to the advanced damage bonus for pet. There are currently 20 levels, i think it should be reduced to 10, and if that is still too strong then perhaps 5, but 10 should be good for now. 


    I would change it to 5% per level, this way there are points to be spent.
    Szlat

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    Szlat wrote:
  • For Skilled Weapons it would be useful to show somehow how improved the current weapon is. ..... 
  • So when you change weapons, you get the original "Flak of Force 5" or whatever it says. Then under it in smaller writing you get a message saying what the current proficiency bonus is e.g. +15%. Seems to work ok, so I will submit to cvs later.

    Still not worked out how to get rid of the bars for the HardCore yet.
    (DC)DEMONSLAYER

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    Szlat wrote:

    Szlat wrote:
  • For Skilled Weapons it would be useful to show somehow how improved the current weapon is. ..... 
  • So when you change weapons, you get the original "Flak of Force 5" or whatever it says. Then under it in smaller writing you get a message saying what the current proficiency bonus is e.g. +15%. Seems to work ok, so I will submit to cvs later.

    Still not worked out how to get rid of the bars for the HardCore yet. 


    Don't get rid of the bars--just try to change the color, black perhaps, to show the hardcore player.

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    Flak Monkey

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    I'm not sure why Hard Core is in there...why would anyone want it? It says right in there not to buy it.... I bought it by mistake cuz I was starting a new sub and found out the hard why what it did, by someone else.

    And, while on the subject of the Skilled Weapons bonus here... if you have say a rage flak, will the self damage increase along with the regular damage?
    How about an Energy weapon, will the Adren it gives increase as well? in a nutshell, just wanna know if its just the damage that increases and not the magical properties as well..

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    Szlat

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    Flak Monkey wrote:
    I'm not sure why Hard Core is in there...why would anyone want it? It says right in there not to buy it.... I bought it by mistake cuz I was starting a new sub and found out the hard why what it did, by someone else. 
    Somebody wanted it, and Druid added it.

    Flak Monkey wrote:
    And, while on the subject of the Skilled Weapons bonus here... if you have say a rage flak, will the self damage increase along with the regular damage?
    How about an Energy weapon, will the Adren it gives increase as well? in a nutshell, just wanna know if its just the damage that increases and not the magical properties as well.. 
    When it does the damage calculation, the first thing called is the weapon adjustment. Then it calls the abilities for the Victim and the Shooter. So the magic properties of the weapon are handled before any abilities get a look in. So for the rage the self damage will not increase, and neither will the energy returned from the energy weapon.
    However, it does make a difference what order you buy the abilities in. Choose things (like weapon proficiency, LW6) that up the damage before any abilities that use it (like vampire). And likewise things like Energy Leech before LA5.
    greg11

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    Szlat wrote:

    However, it does make a difference what order you buy the abilities in. Choose things (like weapon proficiency, LW6) that up the damage before any abilities that use it (like vampire). And likewise things like Energy Leech before LA5. 

    Wow, that looks like a bug.
    So, one player can be more powerful than another with the same abilities just because they picked them in the right order.

    How difficult would it be to have the abilitymenu sort a players abilities in a standard order once purchased?
    Thè-Hättêr

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    for how long the "bug" have been ? so its better to first buy damage bonus ( every kind) then vamp? for WM
    and for AM, energy befor LA"x"?

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    Szlat

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    greg11 wrote:
    Wow, that looks like a bug. So, one player can be more powerful than another with the same abilities just because they picked them in the right order. 
    That's the way it has always been. However, it is more relevant now e.g. previously WMs would always buy vampire as soon as they could, and not wait until they got high enough to buy increased damage first.

    greg11 wrote:
    How difficult would it be to have the abilitymenu sort a players abilities in a standard order once purchased? 
    The big problem really is the NetDamage part of the UT2004RPG. We haven't quite got that override working yet - it hit problems last Sunday. But I have already spoken to Druid about splitting the damage into 2 sequences - first do all the damage adjustment, then go through again doing the magics.

    Thè-Hättêr wrote:
    for how long the "bug" have been ? so its better to first buy damage bonus ( every kind) then vamp? for WM
    and for AM, energy befor LA"x"? 
    Yes, but for the AM it is only relevant for LA5, since that is the one that adjusts weapon damage. So for the normal AM, it doesnt matter.
    And buy retaliation before protection.
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    so a level 99 with max damage bonus, max advance damager bonus, and lvl 3 vamp is fine?

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    Alice and the Hatter: Quotes: Alice in Wonderland
    Alice: What a funny watch! It tells the day of the month, and it doesn't tell what o'clock it is!
    The Hatter: Why should it? Does your watch tell you what year it is?
    Alice: Of course not, but that's because it stays the same year for such a long time together.
    The Hatter: …which is just the case with mine.


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    Elite

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    Once a vehicle is blown up in the vehicle specialist subclass or a turret is blown up in the turret specialist subclass and if the creator happens to be in them, the ultima is somehow deactivated when the player ghosts or dies. I don't know why but it just happens.

    Also the link turret does not give a boost to another turret if it is linking it. Nor is xp shared even if the link turret is linking the other turret. I tried this with Rapier being in the link turret and I being in another, we were both engineers.

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