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Thread: NUKE SIREN!

  1. #11
    Whicked Sick Higor's Avatar
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    Making light stay on both teams will make the new code easier to read and make anyways...

    BTW I think I figured out why the Super Containers reappear when they are hit by EMP or fire.
    And there is a way to make those stay on sight all the time...

  2. #12
    Dominating Scourge's Avatar
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    At risk of going off topic, do we really want Super Containers to stop disappearing? Hidden SCs have allowed tactical maneuvers that wouldn't otherwise be possible.

    I would definitely support allowing all weapons, not just the flak and ripper, to damage "sunken" SCs, but I don't know about un-hiding them.

  3. #13
    Unstoppable audiosonic's Avatar
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    I agree with Scourge, now we only need hidden super protectors, hidden teleporters, and hidden cores so we can do stuff that has never been done before.

  4. #14
    The Best There Ever Will Be! |uK|B|aZe//.'s Avatar
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    might as well all be invisible and see who really aimbots and doesnt now right?

  5. #15
    Rampage nOs*Wildcard's Avatar
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    This problem would not have happend in the first place if the constructor wasn't modified to allow players to build crap anywhere without checking to make sure the building fit there! This probaly has spawned several similar lame problems. Modifying the constructor to not check to make sure a building fits was a foolish idea :chargrined:

    Oh BTW SPAM VICTORY!

    Website: http://gauntletwarriors.com/

  6. #16
    Dominating Scourge's Avatar
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    Quote Originally Posted by audiosonic View Post
    I agree with Scourge, now we only need hidden super protectors, hidden teleporters, and hidden cores so we can do stuff that has never been done before.
    See though, we're talking about a max of two rather large objects that once hidden can be detected, killed, or even leeched in several ways, not spammed all over the place and suddenly pow you have a billion players and SP shots raining down on your head. You have to look at this on a case-by-case basis; do hidden SCs really break the game? (Even chiseller's favorite tactic in Niven couldn't stop his team from winning once he got switched. This just goes to show that yes, there are counters to seemingly cheap tactics, and you should make every effort to use them.)
    Last edited by Scourge; 07-12-2012 at 07:12 PM.

  7. #17
    Whicked Sick Higor's Avatar
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    It isn't the Constructor's fault, it's a problem with the building's collision cylinder and properties.

    Super containers don't have bCollideWhenPlacing property set to true, problem is, that if you enable it by default, it will then not be able to block some critical doorways like in Clarion.

    The way to deal with this is to set this property to True, but reduce collision height and radius to the one of a normal container.
    Once placed, before the general event system notifies the game and other buildings that a Super Container was built, reset the collision size back to it's original size.


    Changes would be:
    Super Container > set bCollideWhenPlacing=True > set CollisionHeight 20 > set CollisionRadius 20.
    Super Container's PostBeginPlay(): *taking into account that the general event system and container build linking was already added*
    Code:
    event PostBeginPlay()
    {
    	local sgBuilding sgB;
    
    	SetCollisionSize( 80, 80);
    
    	Super.PostBeginPlay();
    
    	iRelated = 0;
    	foreach RadiusActors(class'sgBuilding', sgB, 240+(HealRadius*0.25)*Grade)
    		if ( (sgBaseCore(sgB) == None) &&  (sgB.Team == Team) && (iRelated < 32) )
    			sgRelated[iRelated++] = sgB;
    }
    This way, it is created taking into account a smaller collision cylinder for map location, then it is enlarged to it's original size making it able to block doorways.
    Last edited by Higor; 07-12-2012 at 07:56 PM.

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