Page 5 of 39

Re: Mod Updates

Posted: Thu Apr 02, 2015 10:33 pm
by AnniDv6
It looks like it was lost when decompiling the old scripts.vol and recompiling. I'll compile from the dropbox with the 1.41 files and put it back on before this weekend. edit: probably from the AfterHope.cs file. I'm not sure why it didn't decompile originally.

Re: Mod Updates

Posted: Fri Apr 03, 2015 6:58 am
by st0ned
wow you gota be retarded now not to know where the guy with the pbeam is shooting from persistance way to long imo

Re: Mod Updates

Posted: Fri Apr 03, 2015 7:35 am
by st0ned
also so when you deploy a inven station partially in the wall the zappy shit dont work? i leave tribes for 2 weeks and so much shit been changed

Re: Mod Updates

Posted: Fri Apr 03, 2015 8:35 am
by perrinoia
Yup. That should keep people from getting under the terrain and outside of indoor maps with an inventory station.

Re: Mod Updates

Posted: Fri Apr 03, 2015 1:39 pm
by AKA The Titan
perrinoia wrote:I agree with both of you. Portable generators should not be available from deployable inventory packs (builder beacons). Portable generators and deployable solar panels should not be capable of deploying in walls, and deployable bunkers should not be capable of deploying over generators.

Also, invisibility is the bane of my existence.

Let's come up with ideas to replace chameleon and necromancer beacons.
Would it be possible to make the invisibility beacons wear off if you fire, like how it works in T:A? That way you could still sneak around with invisibility, but wouldn't be able to wreck people with snipers or death rays from across the map without being spotted.

---

I really like the removal of the pgens, as it makes generator rooms actually relevant again. One thing to note is that Turbulence should be taken out of regular rotation, as the only gens on the map are two solar panels on the outside of the bases which are super easy to destroy, turning it into a spawn match.

Re: Mod Updates

Posted: Fri Apr 03, 2015 1:41 pm
by AnniDv6
Just a heads up the zappie lasers aren't being removed correctly when mobile inventories die now. 1.41 should be working again. I agree the beam fade time is too long as is, it will be brought back down probably to one second longer than it originally was, right now it's three seconds longer.

Thanks for the heads up on Turbelence I'll look into that.

Re: Mod Updates

Posted: Fri Apr 03, 2015 2:31 pm
by AnniDv6
Stationtrigger.cs has been reverted for now to fix the zappies not being deleted when mobile inventories die.
Particle Beam fade time has been reduced from 4 seconds to 2.5 seconds
Particle Beam standard beam now has the same fade time.
Phase Disruptor explosion radius has been slightly reduced from 25 to 20.
TurbulenceCTF now has a generator inside the base.

Re: Mod Updates

Posted: Fri Apr 03, 2015 2:35 pm
by perrinoia
Hmm... Probably has to do with the group the zappy turrets get added to. I might have botched that.

Re: Mod Updates

Posted: Sat Apr 04, 2015 11:41 pm
by st0ned
Is there anyway you could put a gen inside the base on turbulence? No need to get rid of a good map if you can

Re: Mod Updates

Posted: Sun Apr 05, 2015 12:09 am
by S']['U
Death666 wrote:TurbulenceCTF now has a generator inside the base.
st0ned wrote:Is there anyway you could put a gen inside the base on turbulence?
:uup: