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		<title><![CDATA[Latest posts for the topic "DruidsRPG201 bugs"]]></title>
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			<item>
				<title>DruidsRPG201 bugs</title>
				<description><![CDATA[ Post your DruidsRPG201 bugs here.

Turrets within an Invul. Sphere don't die but take damage, and apparently can go to negative armor.]]></description>
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				<pubDate><![CDATA[Sat, 4 Nov 2006 15:31:02]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
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				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ Link Turrets cannot be entered from the front and back, only the sides, and only while very very close to them. (This seems like a UT thing and not an RPG thing, though.)

My Engineer Points seemed to have the green bar as a small green stripe instead of indicating how many overall points were used. (This is possibly intentional.)

Summoned vehicles can crush friendly players. Turrets do not.

Druid Anti-Camper is buggy in ECE vehicles especially. It's almost like the "bad zones" around areas you shouldn't be are extended by a large amount.

Edit: I cannot substantiate this, but it seemed like 2x damage sphere affected link turret sentinels, but not link turrets. Possible bug, may not be.]]></description>
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				<pubDate><![CDATA[Sat, 4 Nov 2006 15:57:27]]> GMT</pubDate>
				<author><![CDATA[ Moof]]></author>
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				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ Sentinel turrets often do not point in the right direction graphically, though they are firing in the right direction.]]></description>
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				<pubDate><![CDATA[Sat, 4 Nov 2006 16:11:01]]> GMT</pubDate>
				<author><![CDATA[ Moof]]></author>
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				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ <p></p>

		<cite>Moof wrote:</cite><br>
		<blockquote>Sentinel turrets often do not point in the right direction graphically, though they are firing in the right direction.&nbsp;
		</blockquote>
True, I have been trying to fix for the last 3 days, but not managed it yet]]></description>
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				<pubDate><![CDATA[Sat, 4 Nov 2006 16:45:22]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ The Engineer Link Gun of Infinity CAN be dropped and picked up by anyone, including non-Engineers. (This happened in a VCTF game, multiple times)]]></description>
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				<pubDate><![CDATA[Sat, 4 Nov 2006 16:57:56]]> GMT</pubDate>
				<author><![CDATA[ Moof]]></author>
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				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ engineer artifacts  words are vanishing i cant see what they are to engineer it

the maps continue to let you roam around after wave 16 has been won.

the link turrets need to be toned down way to powerful

vehicles sometimes get stuck  partialy in walls.

links arent healing properly as far as i know ..  over all so far its a good upgrade. minor bugs . very cool .more testing ahead weeeeeee here i go 

 go go gadget turret !]]></description>
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				<pubDate><![CDATA[Sat, 4 Nov 2006 17:19:10]]> GMT</pubDate>
				<author><![CDATA[ Mystic]]></author>
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				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ Sentinels do not have a health bar above them.]]></description>
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				<pubDate><![CDATA[Sat, 4 Nov 2006 17:53:41]]> GMT</pubDate>
				<author><![CDATA[ Moof]]></author>
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				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ <p></p>

		<cite>Moof wrote:</cite><br>
		<blockquote>Sentinels do not have a health bar above them.&nbsp;
		</blockquote>
I have been trying to sort out why not, but haven't found out yet. It is just the sentinel - the link sentinel and the ball turret sentinel are ok.]]></description>
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				<pubDate><![CDATA[Sat, 4 Nov 2006 18:22:31]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ <p></p>

		<cite>Moof wrote:</cite><br>
		<blockquote>The Engineer Link Gun of Infinity CAN be dropped and picked up by anyone, including non-Engineers. (This happened in a VCTF game, multiple times)&nbsp;
		</blockquote>
It was being thrown on death. Fix in cvs]]></description>
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				<pubDate><![CDATA[Sat, 4 Nov 2006 18:24:02]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>It was being thrown on death. Fix in cvs&nbsp;
		</blockquote>

You're a machine, Szlat. <3]]></description>
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				<pubDate><![CDATA[Sat, 4 Nov 2006 18:56:06]]> GMT</pubDate>
				<author><![CDATA[ Moof]]></author>
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				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ <p></p>

		<cite>Moof wrote:</cite><br>
		<blockquote>Summoned vehicles can crush friendly players. Turrets do not.&nbsp;
		</blockquote>

You're telling me! haha

Engineer Link sometimes shows no shots being fired (and does no damage or healing), which can be remedied by switching to another weapon and then back.

Vehicle health bars sometimes go funky monkey. The health bar will enlarge to almost being larger than the vehicle itself.

I'll reiterate that link turrets are WAY too powerful. I didn't have to do much other than spawn link turrets to get top score.]]></description>
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				<pubDate><![CDATA[Sat, 4 Nov 2006 19:08:16]]> GMT</pubDate>
				<author><![CDATA[ ECHO]]></author>
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				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ Occasionally, the engineer link seems to reset to 0 weapon speed. Switching to another weapon and back fixes it.

Vehicles often spawn showing a health of 199, even though they have more. Losing a point of health will reset it to the proper number. This has happened to me in a mini turret and a manta.

Also, some vehicles sometimes cannot be healed above a certain amount. (This may be intentional behavior.)]]></description>
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				<pubDate><![CDATA[Sat, 4 Nov 2006 19:12:15]]> GMT</pubDate>
				<author><![CDATA[ Moof]]></author>
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				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ <p></p>

		<cite>Moof wrote:</cite><br>
		<blockquote>Occasionally, the engineer link seems to reset to 0 weapon speed. Switching to another weapon and back fixes it.&nbsp;
		</blockquote>Not sure what is causing this. Does it just not fire, or is the speed definitely zero?

<p></p>

		<cite>Moof wrote:</cite><br>
		<blockquote>Vehicles often spawn showing a health of 199, even though they have more. Losing a point of health will reset it to the proper number. This has happened to me in a mini turret and a manta.&nbsp;
		</blockquote> Yeh, I have noticed that to. I have changed the way turrets and vehicles get health bonuses applied - so they get constructionhealthbonus but not playerhealthbonus - but there is some code in the RPG core that reset the vehicle/turret health everytime you get in it. I am overriding, but it looks like the HUD doesn't always update. Note the override is in the RPGClass, so classless dudes wont get the benefit of a turret someone has spawned with constructionhealthbonus.

<p></p>

		<cite>Moof wrote:</cite><br>
		<blockquote>Also, some vehicles sometimes cannot be healed above a certain amount. (This may be intentional behavior.)&nbsp;
		</blockquote>Every vehicle should be able to be healed back up to its starting health.]]></description>
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				<pubDate><![CDATA[Sat, 4 Nov 2006 19:45:23]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ <p></p>

		<cite>ECHO wrote:</cite><br>
		<blockquote>Vehicle health bars sometimes go funky monkey. The health bar will enlarge to almost being larger than the vehicle itself.&nbsp;
		</blockquote> Yes, not sure why. Its when a vehicle/turret has been created with large constructionhealthbonus, so it has way lots of armor. But since that's its max, it ought to be normal length. I'll have to find the bar drawing code and see what is happening.

<p></p>

		<cite>ECHO wrote:</cite><br>
		<blockquote>I'll reiterate that link turrets are WAY too powerful. I didn't have to do much other than spawn link turrets to get top score.&nbsp;
		</blockquote>
With a high Armor Vampire, turrets are pretty good. Watch out for titans thought - they will wipe you out eject or no eject. However, its the sentinels that really seem to kick butt. Press F3 to see what your scores are. (Note however that both Link Turrets and Link Sentinels get class under the same link turret heading)]]></description>
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				<pubDate><![CDATA[Sat, 4 Nov 2006 19:49:58]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ <p></p>

		<cite>Mystic wrote:</cite><br>
		<blockquote>engineer artifacts  words are vanishing i cant see what they are to engineer it&nbsp;
		</blockquote> I noticed it today for the first time, when it was running on DC. Has this been noticed on the Monster Master HUD, as the two are very similar?

<p></p>

		<cite>Mystic wrote:</cite><br>
		<blockquote>the link turrets need to be toned down way to powerful&nbsp;
		</blockquote>Turret or sentinel?

<p></p>

		<cite>Mystic wrote:</cite><br>
		<blockquote>links arent healing properly as far as i know ..  &nbsp;
		</blockquote>I need to investigate. Is it definitely the link not healing, or is it the bar not updating?]]></description>
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				<pubDate><![CDATA[Sat, 4 Nov 2006 19:54:00]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ <p></p>

		<cite>Moof wrote:</cite><br>
		<blockquote>Link Turrets cannot be entered from the front and back, only the sides, and only while very very close to them. (This seems like a UT thing and not an RPG thing, though.)&nbsp;
		</blockquote>I think the link turrets are just like that. A bit annoying really. I suppose there must be ways of adding new entry points?

<p></p>

		<cite>Moof wrote:</cite><br>
		<blockquote>My Engineer Points seemed to have the green bar as a small green stripe instead of indicating how many overall points were used. (This is possibly intentional.)&nbsp;
		</blockquote>Not really sure what you mean. However, the Engineer one has to display 3 sets of points for Buildings, Turrets and Vehicles, so the bar couldn't be the same. There should be figures showing how many points used.

<p></p>

		<cite>Moof wrote:</cite><br>
		<blockquote>Summoned vehicles can crush friendly players. Turrets do not.&nbsp;
		</blockquote>Nasty. I knew they could crush the spawner, but didn't realise they could crush teammates. We have to fix. Did you say you were going to look at it 

<p></p>

		<cite>Moof wrote:</cite><br>
		<blockquote>Edit: I cannot substantiate this, but it seemed like 2x damage sphere affected link turret sentinels, but not link turrets. Possible bug, may not be.&nbsp;
		</blockquote>Not sure, I'll have to experiment and see.]]></description>
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				<pubDate><![CDATA[Sat, 4 Nov 2006 19:59:25]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ Medic Awareness was giving vehicles health bars.  Fixed in CVS.

Druid Awareness gives friendly players (and the owner's pawn) health/shield bars when they are in vehicles.  I think I see the issue in DruidAwarenessEnemyList, but I'm not so sure it's a good idea to change - it's a hold over from Mysterial's ...]]></description>
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				<pubDate><![CDATA[Sat, 4 Nov 2006 21:20:32]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
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				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ Updates on my posts after earning 25k xp as a maxed out Engineer.

Non-bugs are in normal font, <b>bold</b> for confirmed bugs.

Link Turrets cannot be entered from the front and back: Just a UT thing. Not something we should concern ourselves with.

Engineer Points green bar: This is working as intended. Nothing to fix here!

Summoned vehicles can crush friendly players: <b>Confirmed</b>. I will look at the code in the mornin'.

Druid Anti-Camper is buggy: <b>Cannot confirm</b> since I don't fully understand how Anti-Camper detects out of bounds. This one falls to Dru.

2x damage sphere doesn't affected link turrets: Not a bug. All clear, was just a quirk.

Sentinel turrets pointing  in the right direction: <b>Confirmed known bug</b>. Szlat is on it.

Engineer Link thrown on death: Fixed by Szlat.

Sentinels do not have a health bar: <b>Confirmed</b>. Szlat is on it.

Engineer Link resets to 0 weapon speed: <b>Sporadic bug</b>. Cannot recreate it on demand, but it definitely exists. What's happening is it's like I had 0 points in my weapon speed stat, so it's firing "normal" speed.

Vehicles spawn showing health 199: <b>Confirmed</b>, in every Manta I spawned on ONS-Pacman. Szlat is aware of this.

Some vehicles sometimes cannot be healed above a certain amount: <b>Confirmed</b> on ONS-Pacman in a Goliath that ended up with a health max of 49. It could not be healed above that amount. Mystic's comment that the link is not healing property applies to this bug.]]></description>
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				<pubDate><![CDATA[Sat, 4 Nov 2006 21:37:54]]> GMT</pubDate>
				<author><![CDATA[ Moof]]></author>
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				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ I had two things to add and I only remember one. :(

All sentinel turrets are immune to Anti-Camper, and can be placed out of bounds.

I'll remember the other. Dangit...

Edit: I rememberrrrrr! :)

Let's say I have two digit point values for almost everything: I have 20 points available for all 3 categories. I've used two digits point values in two categories, so..say..10 vehicle and 10 turret.

There isn't enough room on the screen for all the numbers! So it wraps around to the next line. Screenshot:
<img src="http://www.moofit.com/dc/engipointswrap.jpg" border="0">

See how that last 0 wrapped around to the left side of the screen?]]></description>
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				<pubDate><![CDATA[Sat, 4 Nov 2006 21:40:49]]> GMT</pubDate>
				<author><![CDATA[ Moof]]></author>
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				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ <p></p>

		<cite>Moof wrote:</cite><br>
		<blockquote>Engineer Link resets to 0 weapon speed: <b>Sporadic bug</b>. Cannot recreate it on demand, but it definitely exists. What's happening is it's like I had 0 points in my weapon speed stat, so it's firing "normal" speed.&nbsp;
		</blockquote>
Can you verify that this happens other than at spawn?

It's conceivable that if it happens only at spawn, nothing is telling RPGStatsInv to change the fire rate.  The only thing I can think of that might fix this is calling Owner.Inventory.OwnerEvent('WeaponChange') (I think that's what it is) so that RPGStatsInv does its thing.]]></description>
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				<pubDate><![CDATA[Sat, 4 Nov 2006 21:43:33]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
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				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ A couple times as a gunner in a vehicle (Goliath and Cicada) I suddenly respawned in the middle of a wave. Someone said the vehicle disappeared. 

I think everything else I noticed has been mentioned already.

Will the artifact binding be included once this is officially released? IMO its needed with all the new artifacts, or at least keep them in some kind of order so you can go forward / backwards through them.]]></description>
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				<pubDate><![CDATA[Sat, 4 Nov 2006 23:04:41]]> GMT</pubDate>
				<author><![CDATA[ Continuum]]></author>
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				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ Had a quick discussion in game and Dru doesn't think it's a bug, but I'll post it just to make sure.

This happened twice. When I get blown up in a vehicle and die, my ultima becomes destructive. I killed two separate players on two separate maps. Both were not engineers. The game stated that my "vengeance" killed the players and it seemed like that was the case.

Dru was saying that this might not be a bug and something to do with the ejector skill.]]></description>
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				<pubDate><![CDATA[Sat, 4 Nov 2006 23:45:30]]> GMT</pubDate>
				<author><![CDATA[ Mach]]></author>
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				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ ok...

The voice indicators do not flash when someone is in a vehicle and talking on the mic.

You can spawn vehicles on top of yourself (kinda ties into the spawning of vehicles on teammates)

Some link sentinels health health bars will randomly flash empty and then back to full.

Weapons lockers give out link guns even though we already have engineer links.

Not sure if this was left out intentionally, but non-engineers cannot gain experience by linking with link sentinels.

I witnessed a strange bug when Mach was in a tank and died while idriving it. First the initial tank explosion occured and he died. Then two ultima blasts appeared above him, which killed me and injured several other players around us.]]></description>
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				<pubDate><![CDATA[Sat, 4 Nov 2006 23:45:55]]> GMT</pubDate>
				<author><![CDATA[ ECHO]]></author>
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				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ <p></p>

		<cite>Continuum wrote:</cite><br>
		<blockquote>A couple times as a gunner in a vehicle (Goliath and Cicada) I suddenly respawned in the middle of a wave. Someone said the vehicle disappeared. &nbsp;
		</blockquote>
Any turrets or vehicles spawned by an engineer are tied to him. If he dies, the summoned vehicles/turrets disappear - but the occupants should be safely ejected.

EDIT: do we need some visual indicator so players know if this is a naturally occuring vehicle, or if it has been spawned?]]></description>
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				<pubDate><![CDATA[Sun, 5 Nov 2006 03:07:53]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ <p></p>

		<cite>Moof wrote:</cite><br>
		<blockquote>All sentinel turrets are immune to Anti-Camper, and can be placed out of bounds.&nbsp;
		</blockquote> One for Druid I think.

<p></p>

		<cite>Moof wrote:</cite><br>
		<blockquote>There isn't enough room on the screen for all the numbers! So it wraps around to the next line. &nbsp;
		</blockquote> Oops.
I think we need to rethink the whole way that Engineer Points are displayed on the screen. Its not at all clear - too many figures and bars, and difficult to interpret at a glance.]]></description>
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				<pubDate><![CDATA[Sun, 5 Nov 2006 03:13:05]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ Mystics Thoughts.to equal out the engineers to the other classes.

 1, lower the turret dmg.or lvls. ,1 link turret <sentinal or not> OR 2 small turrets. either or. would be great.
 2, thier should be a limit to how many vehicles you can spawn in so many minutes..    maybe 2 normal vehicles. OR 1 big vehicle at a time..
 <maybe put them on a timer as well between spawning them.
3. 3-5 second invulnerabilty when ejecting from the vehicle so you dont die from the splash damage..
 4.Destruction timers  for turrets that arent ,being damaged by monsters.
 
5 the adrenaline to make these creations. <its rough .getting the first adrenaline to make anything.after that it seems fine. <is thier a way to put a timer on that and scratch the adren?, like 2 vehcles per wave. max. per eng. maybe you can use your hp ? like makeing a vehicle takes 1/2 your hp  or something ? <just a thuoght.

<notice after the turrets were removed.. no more freezing.
 normal exp was acheived. instead of 2240 i got normal 300-1k .
lowering the vehicle hp was good move .they are no longer  invicible lol .
and people can now heal them.   
 in game total lag freeze .maybe due to the non moveing turret guns..once turrets were removed no more freezing. <shrugs.  :-@]]></description>
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				<pubDate><![CDATA[Sun, 5 Nov 2006 03:21:38]]> GMT</pubDate>
				<author><![CDATA[ Mystic]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ Was in a hellbender on blueprint (only one engineer on at the time) and my UT program crashed. Didn't appear to happen to anyone else in the hellbender, but UT crashes are a rare event on my machine.

Raptor rocket lock-ons aren't working.

The server crashed twice within the last hour. Not sure if this was an effect of the upgrade or just normal crashing. edit: but during both times I had vehicles spawned]]></description>
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				<pubDate><![CDATA[Sun, 5 Nov 2006 11:00:20]]> GMT</pubDate>
				<author><![CDATA[ ECHO]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ after being  in a tank and bot used a invulnerabilty orb i was invicable  to everything. absolutly everything untill i died from suicide..   definalty needs fixing..   som,e people were effected as well ..  ]]></description>
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				<pubDate><![CDATA[Sun, 5 Nov 2006 11:35:41]]> GMT</pubDate>
				<author><![CDATA[ Mystic]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ <p></p>

		<cite>Mach wrote:</cite><br>
		<blockquote>Had a quick discussion in game and Dru doesn't think it's a bug, but I'll post it just to make sure.

This happened twice. When I get blown up in a vehicle and die, my ultima becomes destructive. I killed two separate players on two separate maps. Both were not engineers. The game stated that my "vengeance" killed the players and it seemed like that was the case.

Dru was saying that this might not be a bug and something to do with the ejector skill.&nbsp;
		</blockquote>
I'll have to look at this.  I'll go ahead and commit a check for the dead thing being a vehicle, and not doing ultima if it is.  Thing is, this may stop it from going off when the dead player dies in a vehicle.  If it does, I think I know of a further fix ... and will put that in the comments where it's fixed.]]></description>
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				<pubDate><![CDATA[Sun, 5 Nov 2006 11:42:32]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote><p></p>

		<cite>Continuum wrote:</cite><br>
		<blockquote>A couple times as a gunner in a vehicle (Goliath and Cicada) I suddenly respawned in the middle of a wave. Someone said the vehicle disappeared. &nbsp;
		</blockquote>
Any turrets or vehicles spawned by an engineer are tied to him. If he dies, the summoned vehicles/turrets disappear - but the occupants should be safely ejected.

EDIT: do we need some visual indicator so players know if this is a naturally occuring vehicle, or if it has been spawned?&nbsp;
		</blockquote>

sounds good, 

It did respawn (not eject) 2-3 times on me last night... lost all non-starting weapons and sense of direction :)

Maybe even having a timer with a countdown for the vehicles before they are destroyed/disappear? 
]]></description>
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				<pubDate><![CDATA[Sun, 5 Nov 2006 12:36:23]]> GMT</pubDate>
				<author><![CDATA[ Continuum]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ Ok, I don't know if this problem is tied to the emgineer class or the pending upgrade to the awareness skills.  I cannot buy any awareness skill at all.  It keeps telling me that I cannot buy, as if the LW class is not supposed to have any.]]></description>
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				<pubDate><![CDATA[Sun, 5 Nov 2006 13:03:26]]> GMT</pubDate>
				<author><![CDATA[ (DC)DEMONSLAYER]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ <p></p>

		<cite>Mystic wrote:</cite><br>
		<blockquote>after being  in a tank and bot used a invulnerabilty orb i was invicable  to everything. absolutly everything untill i died from suicide..   definalty needs fixing..   som,e people were effected as well ..  &nbsp;
		</blockquote>

A similar problem with the double damage sphere happened last night with one of my link sentinels. The purple glow lasted for about 10 seconds after the sphere disappeared.]]></description>
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				<pubDate><![CDATA[Sun, 5 Nov 2006 13:22:57]]> GMT</pubDate>
				<author><![CDATA[ ECHO]]></author>
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				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ Demon you need to add 5 to your adrenaline stat before you can purchase awareness.]]></description>
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				<pubDate><![CDATA[Sun, 5 Nov 2006 14:09:56]]> GMT</pubDate>
				<author><![CDATA[ BigDaddy]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ Thanks, Big D.  One of these days, I'll get everything figured out.]]></description>
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				<pubDate><![CDATA[Sun, 5 Nov 2006 16:01:15]]> GMT</pubDate>
				<author><![CDATA[ (DC)DEMONSLAYER]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ ok, last thing...

When exactly is shield regen supposed to take effect? My shield didn't start generating until I had full adren. Is that supposed to happen?]]></description>
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				<pubDate><![CDATA[Sun, 5 Nov 2006 22:42:56]]> GMT</pubDate>
				<author><![CDATA[ ECHO]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ Shield Regen kicks in once you have had 5 seconds during which you haven't taken any damage.

If you have say level 5 shield regen, you will start off with 50 shield. Every second you have not been damaged in the previous 5 seconds, and your shield is less than 50, it will increase your shield.]]></description>
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				<pubDate><![CDATA[Mon, 6 Nov 2006 00:39:36]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>Shield Regen kicks in once you have had 5 seconds during which you haven't taken any damage.

If you have say level 5 shield regen, you will start off with 50 shield. Every second you have not been damaged in the previous 5 seconds, and your shield is less than 50, it will increase your shield.&nbsp;
		</blockquote>

ok, well I was running around the map collecting adren, then when I reached 100% it suddenly kicked in and started regenerating. I think I had level 2.]]></description>
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				<pubDate><![CDATA[Mon, 6 Nov 2006 00:44:29]]> GMT</pubDate>
				<author><![CDATA[ ECHO]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ <p></p>

		<cite>ECHO wrote:</cite><br>
		<blockquote>ok, well I was running around the map collecting adren, then when I reached 100% it suddenly kicked in and started regenerating. I think I had level 2.&nbsp;
		</blockquote>
My initial thought is coincidence (but I have been wrong before :) )
Shield Regen doesn't use adrenaline. It should be a straight forward: not taking damage in previous 5 seconds and shield<(level*10). 
If you were running around collecting adrenaline, it suggests it might be a quiet in-between waves point, which is when you would get 5 secs of no damage?

(Note that any kind of damage, including falling damage will stop it activating)

It is difficult to keep track of when you were last hit during a wave, and from my own perspective, I never seem to get that much Shield Regen. But then, I just haven't learnt to dodge the bullets yet!
Please try again, and let me know if you experience the same again. :)]]></description>
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				<pubDate><![CDATA[Mon, 6 Nov 2006 01:04:15]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ Yes, it could've been a coincidence, however, I was playing moondragon (I think that's the name... oriental CTF map?) at the time. It's pretty big and during early waves you don't run into many enemies. I don't think I was being attacked 5 seconds prior. It just seemed so sudden it made me think there was some sort of bug with a connection to adren. But like I said, I can't remember exactly if had been attacked 5 seconds before, so this could all be for nothing  :D ]]></description>
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				<pubDate><![CDATA[Mon, 6 Nov 2006 01:15:09]]> GMT</pubDate>
				<author><![CDATA[ ECHO]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ <p></p>

		<cite>Moof wrote:</cite><br>
		<blockquote>The Engineer Link Gun of Infinity CAN be dropped and picked up by anyone, including non-Engineers. (This happened in a VCTF game, multiple times)&nbsp;
		</blockquote>

I second that.  I played for a little bit on Sunday in the cave map, dont remember the name, with a tank roaming around and at one point, whala! I had a an eng. link.  I dont know if I picked it up, or I so happend to spawn with it....cant say.

If spaning vehicles can crush players, can they be used to crush/telefrag monsters?  Drop a tank on a titan and watch the health bar drop some...dont know.]]></description>
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				<pubDate><![CDATA[Mon, 6 Nov 2006 06:25:05]]> GMT</pubDate>
				<author><![CDATA[ Flak Monkey]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ <p></p>

		<cite>Flak Monkey wrote:</cite><br>
		<blockquote>If spaning vehicles can crush players, can they be used to crush/telefrag monsters?  Drop a tank on a titan and watch the health bar drop some...dont know.&nbsp;
		</blockquote>

I tried that, but it was pretty hard to do because of the lag spike whenever you spawn a vehicle although I think I did manage to crush a skaarj]]></description>
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				<pubDate><![CDATA[Mon, 6 Nov 2006 10:09:56]]> GMT</pubDate>
				<author><![CDATA[ ECHO]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ I hopped back in last night and saw that the preview has been taken down, as I don't have any of the new medic artifacts.

It also seems that at least I have experienced some quirks in my character, specifically that I can't increase my health past 300 (I have full health bonus), and healing others seemed really flaky. I couldn't heal most characters, but sometimes I could get a shot or two off that would take them up to 100, or maybe ~ 130.

What's even stranger though is that I still have other abilities I've recently purchased, like ghosting (a few days ago) and higher max adren (purchased earlier Sunday). Anyone know what's going on?]]></description>
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				<pubDate><![CDATA[Mon, 6 Nov 2006 11:35:36]]> GMT</pubDate>
				<author><![CDATA[ vasago]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ Since there were significant, "not new" fixes (in other words, stuff that fixed existing stuff), Dru has apparently (I dunno, I haven't played yet) left version 201 in, but has through other means removed what he could that was "new".

And he definitely hasn't reset everyone back to pre-test stats.  So what you bought you still have.

I'll bring my Medic on myself this afternoon and see if I can replicate the issues you're encountering.]]></description>
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				<pubDate><![CDATA[Mon, 6 Nov 2006 11:52:06]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ <p></p>

		<cite>vasago wrote:</cite><br>
		<blockquote>... I can't increase my health past 300 (I have full health bonus), and healing others seemed really flaky. I couldn't heal most characters, but sometimes I could get a shot or two off that would take them up to 100, or maybe ~ 130.&nbsp;
		</blockquote>
Verified - in 202, Medics can't heal past start.]]></description>
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				<pubDate><![CDATA[Mon, 6 Nov 2006 14:02:56]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ It's in the AbilityLoadedHealing, where the mod is for enabling the new artifacts. I will fix in a min.]]></description>
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				<pubDate><![CDATA[Mon, 6 Nov 2006 14:09:31]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>It's in the AbilityLoadedHealing, where the mod is for enabling the new artifacts. I will fix in a min.&nbsp;
		</blockquote>
Ah I see it now ... funny that we still get the weapon maker with that in there ...]]></description>
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				<pubDate><![CDATA[Mon, 6 Nov 2006 14:12:37]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
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			<item>
				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ Fix in cvs]]></description>
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				<pubDate><![CDATA[Mon, 6 Nov 2006 14:14:18]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ <p></p>

		<cite>BotFodder wrote:</cite><br>
		<blockquote><p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>It's in the AbilityLoadedHealing, where the mod is for enabling the new artifacts. I will fix in a min.&nbsp;
		</blockquote>
Ah I see it now ... funny that we still get the weapon maker with that in there ...&nbsp;
		</blockquote>
AbilityExpHealing will also add I think if it is not there?]]></description>
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				<pubDate><![CDATA[Mon, 6 Nov 2006 14:15:49]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ Are the new medic artifacts supposed to be taken out as well, along with the Engineering class? Cuz I didn't have the Blast and Sphere artifacts either.]]></description>
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				<pubDate><![CDATA[Mon, 6 Nov 2006 14:15:56]]> GMT</pubDate>
				<author><![CDATA[ vasago]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ <p></p>

		<cite>vasago wrote:</cite><br>
		<blockquote>Are the new medic artifacts supposed to be taken out as well, along with the Engineering class? Cuz I didn't have the Blast and Sphere artifacts either.&nbsp;
		</blockquote>
Well we're in general agreement that the blast was too powerful.  I can see where some might debate the sphere, too.

So yes, for the time being, the new Medic Artifacts have been removed.]]></description>
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				<pubDate><![CDATA[Mon, 6 Nov 2006 15:11:58]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>AbilityExpHealing will also add I think if it is not there?&nbsp;
		</blockquote>
You're a sharp one.  ^:)^ 

I must defeat you.   :twisted: ]]></description>
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				<pubDate><![CDATA[Mon, 6 Nov 2006 15:14:55]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
			</item>
			<item>
				<title>DruidsRPG201 bugs</title>
				<description><![CDATA[ I'm not sure if this is a bug or not, but:

During the preview, it appeared that I was given Ghost. Being a LA player I wasn't sure if this was normal or not but I went with it. Now that the preview is off, I seem to still have it. I've never purchased it before.]]></description>
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				<pubDate><![CDATA[Mon, 6 Nov 2006 15:37:46]]> GMT</pubDate>
				<author><![CDATA[ robertdx]]></author>
			</item>
			<item>
				<title>DruidsRPG201 bugs</title>
				<description><![CDATA[ <p></p>

		<cite>robertdx wrote:</cite><br>
		<blockquote>I'm not sure if this is a bug or not, but:

During the preview, it appeared that I was given Ghost. Being a LA player I wasn't sure if this was normal or not but I went with it. Now that the preview is off, I seem to still have it. I've never purchased it before.&nbsp;
		</blockquote>

Players under level 40 were given ghost. The preview is over and ghost has been lifted from all low level players.]]></description>
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				<pubDate><![CDATA[Mon, 6 Nov 2006 15:43:19]]> GMT</pubDate>
				<author><![CDATA[ ECHO]]></author>
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			<item>
				<title>DruidsRPG201 bugs</title>
				<description><![CDATA[ Are you sure?  I had ghost about five minutes ago, and Regeneration 4 as well...  That and none of my normal stuff (as a Medic), even though my actual level-up screen looked right.  I was disconnected and have not been able to connect since...]]></description>
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				<pubDate><![CDATA[Mon, 6 Nov 2006 17:42:57]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ Low level player assistance is still in, as are all the other fixes except new artifacts and Engineers.]]></description>
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				<pubDate><![CDATA[Mon, 6 Nov 2006 18:19:17]]> GMT</pubDate>
				<author><![CDATA[ Moof]]></author>
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				<title>DruidsRPG201 bugs</title>
				<description><![CDATA[ Heheh, yeah, Engineer is in there, but can't be bought.  As if you could make us drool any more :D.]]></description>
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				<pubDate><![CDATA[Mon, 6 Nov 2006 18:32:44]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
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			<item>
				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ <p></p>

		<cite>Moof wrote:</cite><br>
		<blockquote>Low level player assistance is still in, as are all the other fixes except new artifacts and Engineers.&nbsp;
		</blockquote>

oops, spoke too soon. It wasn't in this morning when I was on  :^o  :D ]]></description>
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				<pubDate><![CDATA[Mon, 6 Nov 2006 18:55:40]]> GMT</pubDate>
				<author><![CDATA[ ECHO]]></author>
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				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ There's a bug with VINV maps - Vehicle Armor only goes up to 199 for some reason (checked raptor, scorpion, hellbender).  Is there anything that might explain it?  That's the default "SuperHealthMax" ...

EDIT: In RPGClass, there's a function ModifyVehicle that does a:

V.HealthMax = V.SuperHealthMax

I wonder if V.SuperHealthMax, as applies to vehicles, shouldn't be at all referenced.

It's totally possible that some fool somewhere sets a vehicle's SuperHealthMax to 199 even though the vehicle's default HealthMax is higher.]]></description>
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				<pubDate><![CDATA[Wed, 8 Nov 2006 15:42:56]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
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				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ I thought that was Engineer related, Bot. It may still be. When I was spawning Mantas, they would come up with 199 health, then once I took any damage at all, it would reset to its proper amount. It appeared to be a graphical bug only - the health still had the proper value in code.]]></description>
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				<pubDate><![CDATA[Wed, 8 Nov 2006 15:45:43]]> GMT</pubDate>
				<author><![CDATA[ Moof]]></author>
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			<item>
				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ Problem. Vehicles are spawning at half health and less, and overall feel extremely, extremely weak. This is post-removal of the Engineers.]]></description>
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				<pubDate><![CDATA[Wed, 8 Nov 2006 16:00:22]]> GMT</pubDate>
				<author><![CDATA[ Moof]]></author>
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			<item>
				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ Moof - you may have missed my edit ...

Looking at a couple of things now, I think Dru was trying to undo something and was hoping there was an easy way to do it, and there's not.

Dru: I'm guessing what you really want to do is what MutUT2004RPG.DriverEnteredVehicle does but instead of:
<span class="genmed"><b>Code:</b></span><br>
		<div style="overflow: auto; width: 100%;">
		<pre>
V.HealthMax = DefHealth + StatsInv.Data.HealthBonus;</pre>
		</div>
What you really want to do is just:
<span class="genmed"><b>Code:</b></span><br>
		<div style="overflow: auto; width: 100%;">
		<pre>
V.HealthMax = DefHealth;</pre>
		</div>
But I can't be 100% sure.  I'm guessing that you no longer want HealthBonus to apply to vehicles ...
]]></description>
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				<pubDate><![CDATA[Wed, 8 Nov 2006 16:01:45]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
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			<item>
				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ It was me rather than Dru.

Dru did not want a player's health bonus to apply to vehicles and turrets. Instead, we wanted the ConstructionHealthBonus to apply instead.

So, I created the AbilityConstructionHealthBonus to increase the health. No problem, worked fine.

However, as soon as a player enters the vehicle, the health gets reset by the MutUT2004RPG.DriverEnteredVehicle function. Since that is base UTRPG code, I couldn't change that.

So, I needed some way to pass the initial starting health of the vehicle into another function which could reset it back to what I wanted. So, since the SuperHealthMax isn't used except for players, I thought I would use that. I added a  ModifyVehicle function to the RPGClass to reset it back to what I wanted, since the ModifyVehicle function is called after the DriverEnterVehicle bit is done.

Unfortunately, it looks like there is a minor bug and the health is shown as 199 until it takes damage?]]></description>
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				<pubDate><![CDATA[Wed, 8 Nov 2006 16:47:12]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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			<item>
				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ We may want to look at still allowing normal health bonus to apply to vehicles. They are exceptionally weak now.]]></description>
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				<pubDate><![CDATA[Wed, 8 Nov 2006 16:52:53]]> GMT</pubDate>
				<author><![CDATA[ Moof]]></author>
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			<item>
				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ Aren't they just back at the health they were initially created to be?]]></description>
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				<pubDate><![CDATA[Wed, 8 Nov 2006 16:57:49]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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			<item>
				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ To be honest, I don't know, but when a Brute can literally take my Manta from max health to dead when I'm charging it from short range, something's awry.]]></description>
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				<pubDate><![CDATA[Wed, 8 Nov 2006 17:02:03]]> GMT</pubDate>
				<author><![CDATA[ Moof]]></author>
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			<item>
				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ I think a Manta is supposed to only have 200 health anyway, so a high level brute could take it out with sufficient DB.

However, I have screwed up. I was thinking in terms of AbilityConstructionHealthBonus setting the initial starting health, so the RPGClass ModifyVehicle could set it back. Unfortunately, I forgot about the normal vehicles spawning in VINV. They will all have 199 health now, not good.

I will post a fix in. :(]]></description>
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				<pubDate><![CDATA[Wed, 8 Nov 2006 17:13:27]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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			<item>
				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ <p></p>

		<cite>Moof wrote:</cite><br>
		<blockquote>To be honest, I don't know, but when a Brute can literally take my Manta from max health to dead when I'm charging it from short range, something's awry.&nbsp;
		</blockquote>

It took 3 skaarj blasts to destroy a tank. I could understand mantas being weak. Tanks... not so much.]]></description>
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				<pubDate><![CDATA[Wed, 8 Nov 2006 17:43:33]]> GMT</pubDate>
				<author><![CDATA[ ECHO]]></author>
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			<item>
				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ Fix in cvs]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/2660.page#23082</guid>
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				<pubDate><![CDATA[Wed, 8 Nov 2006 17:46:11]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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			<item>
				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ Yay Szlat :)]]></description>
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				<pubDate><![CDATA[Wed, 8 Nov 2006 17:50:57]]> GMT</pubDate>
				<author><![CDATA[ Moof]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG201 bugs</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>It was me rather than Dru.&nbsp;
		</blockquote>
Oops.  Sorry Dru.

Bad Szlat!  No cookie!
<p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>Fix in cvs&nbsp;
		</blockquote>
Oh, good.  Go get your cookie!

It goes without saying that until Dru does another build, VINV probably shouldn't be played.]]></description>
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				<pubDate><![CDATA[Thu, 9 Nov 2006 16:42:12]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
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