XVehicles (Network play) (VCTF, VMH for UT99)

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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by darkbarrage99 » Sat Jul 09, 2022 4:02 am

so I just updated xvehicles to the current version.

I'm not a coder and I've been working on a version of hydro expanded with mapscale for several weeks, and it requires the translocator in order to play. there are too many areas in the map that have z value that are also set up to keep flag carriers from reaching, so jump pads are a no go.

Is there a way in the map to re-enable translocators via mutator; such as there are options for bShowFlagBase and PulseForHeal in XVehiclesCTF mutator? Or is it only manually in the XVehicles.ini file right now?

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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie » Sat Jul 09, 2022 8:00 am

Only in XVehicles.ini.

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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by darkbarrage99 » Sat Jul 09, 2022 9:09 pm

Buggie wrote:
Sat Jul 09, 2022 8:00 am
Only in XVehicles.ini.
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Jump pads it is!

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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Gustavo6046 » Sun Jul 10, 2022 12:27 am

I think the Instagib damage reduction on vehicles doesn't have to be so strong. Maybe 10% by default instead? And make it configurable from a .ini!
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie » Sun Jul 10, 2022 2:06 am

It is your real gameplay problem? Or just common advice?
5% come from UT2004. As for me it look ok.

Automatically merged

v40

- Add EnergyTurret and MinigunTurret.
- Fix some flood in log.
- Add int file.
- Fix bug with speed up tanks and cars after landing.

Updated in first post: viewtopic.php?f=34&t=14936
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by EvilGrins » Tue Jul 12, 2022 1:46 am

Do the turrets respawn after they're destroyed? If they get destroyed at all.
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie » Tue Jul 12, 2022 1:54 am

Respawn.

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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by EvilGrins » Tue Jul 12, 2022 5:32 am

Buggie wrote:
Tue Jul 12, 2022 1:54 am
Respawn.
I was wondering as the Onslaught for UT, which has very messed up vehicles that don't entirely work correctly, also have turrets... but those ones aren't automatic guns. Players step into them, like vehicles, and manually aim with them and shoot. When those are destroyed they respawn.

Yours are more auto-cannons, not manually controlled, right? I haven't tried them yet.
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie » Tue Jul 12, 2022 6:22 am

No, not right. I suggest you try, before post anything. Blocktastic map allow you do that.

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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Gustavo6046 » Thu Jul 14, 2022 9:48 am

It looks ok, but it feels a bit too weak against jeeps, especially considering it's Instagib. A player could hop off a jeep, grab the flag, and hop back in, all before a Super Shock Rifle's fire animation concludes.

At least make the setting configurable. :p

Right now that's the only thing I think could be improved.
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie » Thu Jul 14, 2022 12:09 pm

Instagib is hitscan weapon. Animation is animation and mean nothing. Kill direct hit.

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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by darkbarrage99 » Fri Jul 15, 2022 1:56 pm

I really like the turrets, but I feel they're a bit too strong. Same with the minigun turret on the tank.

I decided to place some mini turrets on the Hydro map I've been expanding, and the bots and vehicles can't even make it across the bridges without being blown to smithereens. And when using the minigun turrets and tank mini turrets on bots it takes less than 2 seconds to kill a bot with a full shieldbelt.

I feel the minigun turrets are also a little too accurate. if they're going to be used as suppressive fire, I don't think they should be as accurate as they are at long range. I'm getting sniped by bots across the map as soon as I exit the bases.

I believe either making them do less damage, making them less accurate and/or maybe making a turret that fires projectiles instead of hitscan could make for more balanced gameplay.

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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie » Fri Jul 15, 2022 3:00 pm

By settings it is exact copy from 2k4. And in real game with people, turrets not so strong as you describe. Annoying but easy to kill.

I not see any reason change they settings.

Also grey tank turret is copy from 2k4 goliath.

With projectiles turrets will be useless for sure.

Also i very afraid about opposite stuff: turrets very weak and minigun turret too not accurate for real use.
Try play with humans. Bots show in vehicles unbelievable accuracy for compensate own stupidness and lack of strategy and tactics.

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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by EvilGrins » Fri Jul 15, 2022 7:50 pm

Testing...
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by darkbarrage99 » Sat Jul 16, 2022 3:59 pm

Buggie wrote:
Fri Jul 15, 2022 3:00 pm
By settings it is exact copy from 2k4. And in real game with people, turrets not so strong as you describe. Annoying but easy to kill.

I not see any reason change they settings.

Also grey tank turret is copy from 2k4 goliath.

With projectiles turrets will be useless for sure.

Also i very afraid about opposite stuff: turrets very weak and minigun turret too not accurate for real use.
Try play with humans. Bots show in vehicles unbelievable accuracy for compensate own stupidness and lack of strategy and tactics.
that makes sense. I'll definitely try playing with people when I can, but like many others I play with bots because I usually can't play online.

But between this and the double jumping, are you essentially trying to recreate ut2k4 vctf?