XVehicles (work online) (VCTF, VMH, Greed, VDOM for UT99)

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How you play in XVehicles?

Multiplayer and local play
9
32%
Only Multiplayer
10
36%
Only local play
7
25%
Not play
2
7%
 
Total votes: 28

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

Post by Buggie »

It is all same tank. With overlay or without. In different sizes. Question is where it must be placed?
Jake19
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Jake19 »

I don't know
Buggie
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie »

v50

- Make more loud "noise" from vehicles for bots.
- Fix for not drop flag on enter to vehicle in some weird edge cases (wrong order of events)
- Prevent show own vehicle name on hud.
- Rework manta handling.
- Fix team lock for some cases.
- Fix bots move to stolen vehicle.

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

Post by EvilGrins »

Okay, this is gonna sound a little weird (even for me) but somewhere within the last 3 updates my bots started primarily driving vehicles in reverse.

Backing up most of the time, ever over long stretches.

Doesn't seem to be bothering them any, but do you have any idea why all of a sudden this is their fave way to drive?
Buggie
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie »

As I explain early - it is forced step.
Unfortunately bots not able play only in attack mode. They always try defense own flag. Even if be in 1 meter from enemy flag.
This create problems when they ride on jeeps.
So now they able drive not matter in what direction. No any preference. Which direction close to direction of target - this be used.
Buggie wrote: Mon Sep 05, 2022 8:40 am I recently found one unpleasant thing about bots - they change minds too often.
Let's assume bot inside jeep. Jeep is wheeled vehicle which can run fast forward and backward, can turn but awful slow turn for goes opposite direction. Also this need space for make turn. If no space it goes be totally slow and consist of a lot movement, like car do on parking.

Bot: I wanna reach enemy flag.
Jeep: No problem. There nice thin road which lead straight to flag.
Bot: I hear something near my flag. Need return check.
Jeep: Oooookey... I will try turn for you.
*Jeep start slow turning
Bot: Well... look like nothing serious. I wanna gonna to flag.
Jeep: Oh... Flag... Well we can do that, I think...
*Jeep start turn back.
Bot: Or no. Someone call help on base. I need it be here ASAP!
Jeep: ...
* Jeep try turn back
Bot: False alarm. They deal with it.
Jeep: &%%^%^&!!!
* Jeep try turn forward
Bot: Hmm. Possible I gonna check my flag for be sure.
Jeep: !!!
* Jeep eject bot

So now I consider learn vehicles (jeeps) be driven backwards by bots. Yes, it is unnatural, but in such conditions can prevent jeep be tangled on corridor, try turn few times per minute.

This expose another problem - bots can do very complicated things without any headache. For example bot can perfectly drive jeep backwards, and in same time shoot you with nice precision.
Rare human player able do both task in great quality.

Without vehicles it appear in ability bot notice you even you goes from unexpected ways. You can fool players by that, but not bots. Bots always see you, Doesn't matter how tricky way for appear you choose.
They put bullet in your head in same accuracy if you walk in front to bot. No any difference.

So play against bots lost factor of "unexpected appearing".

Automatically merged

v51

- Fix jerking empty vehicles on client in some cases.
- Fix show fake flag on vehicle roof.
- Fix bug with slow fall speed in some cases.
- Fix heal label for red team.
- Fix overlap CTF messages with health bar.

Image

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

Post by Deepu »

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

Post by Buggie »

v52

- Try fix weird bug with zero CollisionRadius for player.
- Fix Bot loose boots after be in vehicle.
- Bot driver not chase for dropped weapons.
- Reduce bots aim.
- Better handle sharp turns on jeep for bots.
- Ignore dead pawn as target for movement.
- Bots blown enemy and own burned vehicles.

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

Post by Buggie »

Red_Fist wrote: Tue Jan 17, 2023 7:59 pm I tried to put those cars in my map, only one worked but the others just showed that funky actor. Pretty sure I have all the files.
Not enough info for say something. Upload your result for get help.
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Barbie
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Barbie »

Red_Fist wrote: Tue Jan 17, 2023 7:59 pm I tried to put those cars in my map, only one worked but the others just showed that funky actor. Pretty sure I have all the files.
Because maps can also be run with vehicles added "on the fly" while the map is loaded, I wrote a small howto for users who want to run the converted maps on my Tank Server. Maybe it helps.
"If Origin not in center it be not in center." --Buggie
Buggie
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie »

v53

- Fix stuck in walls on net play.
- Add bind/console command "VehicleExit".
- Ignore FlockPawns.
- Always spawn HUD mutator.
- Fast check for spawn HUD mutator.
- Add bind/console command "mutate VehicleEnter"
- Fix fire in wrong direction.
- Enemy bots better steal human empty vehicle.
- Fix exit bot from manta at end path.
- Improve exit from vehicles.
- Make exit bots from vehicles if need use jumpad.
- Improve bot exit to goal from vehicle.
- Better handle return with flag in vehicle.
- Better handle turn stucked jeeps.
- Fix wheels turn angle on bot drive jeeps.
- Bots blown burned vehicles which goes to be obstacles for move to target.

Update in first post: https://ut99.org/viewtopic.php?t=14936
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The_Cowboy
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by The_Cowboy »

Hello buggie!!
Thanks for "VehicleExit" and "mutate VehicleEnter" command. I go and teste!!!
Auto merged new post submitted 17 minutes later

Ok working. Only Issue I can't set bind to middle mouse button. Kind of bummer for (ex) habitual ut2004 player
Last edited by The_Cowboy on Sun Jan 29, 2023 12:50 am, edited 1 time in total.
Feralidragon wrote:Trial and error is sometimes better than any tutorial, because we learn how it works for ourselfs, which kills any doubts about anything :tu:
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Buggie
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie »

What exactly you write in bind command and what not work?
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The_Cowboy
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by The_Cowboy »

MiddleMouse=HOOKOFFHANDFIRE|VehicleExit|mutate VehicleEnter
Whatever command is later is the one effective. I want same button for entering and leaving the vehicle.
Feralidragon wrote:Trial and error is sometimes better than any tutorial, because we learn how it works for ourselfs, which kills any doubts about anything :tu:
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Buggie
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie »

The_Cowboy wrote: Sun Jan 29, 2023 12:49 am MiddleMouse=HOOKOFFHANDFIRE|VehicleExit|mutate VehicleEnter
Wrong order of events.
You Exit and immediately enter back.

Use

Code: Select all

MiddleMouse=HOOKOFFHANDFIRE | mutate VehicleEnter | VehicleExit
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EvilGrins
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by EvilGrins »

That's a little awkward!

Have you ever thought of making a pickup, something the vehicles could pickup, that would reinforce their armor? Kind of like a shield the vehicle itself could use.

Been doing an XV edit with monsters that can fire redeemers, reminding me that nothing in XV can survive a hit from a nuke.
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