ensiform Posted April 1, 2006 Share Posted April 1, 2006 im thinking maybe should we get a list of Siege Fixes and or Bugs and sticky it? since there seems to be quite a few... Link to comment Share on other sites More sharing options...
Lathain Valtiel Posted April 1, 2006 Share Posted April 1, 2006 The problem with doing that is that some bugs, like Hoth invisibility, are very broken yet their methods are semi-obscure. Posting the bugs up may spread them. Link to comment Share on other sites More sharing options...
razorace Posted April 2, 2006 Share Posted April 2, 2006 Plus, it would be a hassle to maintain such a list. We can't even handle a decent to-do list on the forums. Link to comment Share on other sites More sharing options...
ensiform Posted June 25, 2006 Share Posted June 25, 2006 *bump* about the speeders doing damage to consoles in desert: if its even possible, to make them not do damage (from their explosion) to the objectives? Link to comment Share on other sites More sharing options...
razorace Posted June 25, 2006 Share Posted June 25, 2006 mmm, well, we could just check to see if its an siege objective, if so, don't allow MOD_VEHICLE or something. Link to comment Share on other sites More sharing options...
ensiform Posted July 7, 2006 Share Posted July 7, 2006 fixed that bug @ vehicle explosion bug note: MOD_EXPLOSIVE is defined as MOD_SUICIDE in base so thats what this is based off of. there is a difference between mod_vehicle and mod_explosive, mod_vehicle is a real MOD name and is used for vehicle missiles. mod_explosive is just a #define to MOD_SUICIDE used for the death of vehicles. G_RadiusDamage in g_combat.c: if (!ent->takedamage) continue; //[VEHDMGFIX] if (ent->classname[0] && !Q_stricmp(ent->classname, "misc_siege_item") && mod == MOD_SUICIDE ) continue; // skip if its a siege item and a vehicle exploding if (ent->classname[0] && !Q_stricmp(ent->classname, "func_breakable") && mod == MOD_SUICIDE ) continue; // skip if its a siege item and a vehicle exploding //[/VEHDMGFIX] // find the distance from the edge of the bounding box this stops explosions from vehicles from destroying siege objectives and the breakables (door controls to get in stations on desert and the station controls in the buildings on desert) Link to comment Share on other sites More sharing options...
razorace Posted July 7, 2006 Share Posted July 7, 2006 Does this also apply with the Asteroid's additional MOD types? Link to comment Share on other sites More sharing options...
ensiform Posted July 7, 2006 Share Posted July 7, 2006 DeathUpdate in vehicle isnt changed/affected by the asteroids code. Link to comment Share on other sites More sharing options...
Lathain Valtiel Posted July 8, 2006 Share Posted July 8, 2006 How the HELL is a bike detonating in a blazing fireball and therefore damaging breakable consoles a bug? I'm sorry, but come on. There is no rationale to put this in as a bugfix unless you can prove it's a bug. Considering the bike explosion kills you, friend, and foe if they're near the bike, why WOULDN'T it hit objectives? All signs I see point to the explosion's universal damage being totally intentional. Link to comment Share on other sites More sharing options...
JustABot Posted July 8, 2006 Share Posted July 8, 2006 Is there a way to dissalow Swoops to enter the bunkers? Because making them non-explosive would really suck. Certainly. You can do this by changing: -The Height & Width entries in the *.veh file so the computer thinks its to bigger or smaller. The NPC file may also need changing. -You can vary the ExplosionDamage and ExplosionRadius variables in *.veh file. You could also convert the Swoops in MP (swoop_mp & swoop_mp2) into some thing else. I have done replacements of the Swoop on Desert with: a mini-ATST (reduced size, missile load), tauntauns, wampas, and rancors. The mATST was unable to enter the stations, but could attack the wall and enter into the arena to attack the gates. The tauntauns and wampas being animals would not explode. The Rancor, IINM the number spawned was not 4 per area I think it was 2. I think Lathain Valtiel is correct, just leave this issue alone. If a server wants to alter it so the tactic can not be used, its possible to just mod the *.veh files like suggested above and be done with it. Link to comment Share on other sites More sharing options...
ensiform Posted July 8, 2006 Share Posted July 8, 2006 they still explode and hurt other things... just not the siege objectives because its cheap like instant lower it to 25% health. same with the switches into that area. Link to comment Share on other sites More sharing options...
ensiform Posted July 8, 2006 Share Posted July 8, 2006 How the HELL is a bike detonating in a blazing fireball and therefore damaging breakable consoles a bug? I'm sorry, but come on. There is no rationale to put this in as a bugfix unless you can prove it's a bug. Considering the bike explosion kills you, friend, and foe if they're near the bike, why WOULDN'T it hit objectives? All signs I see point to the explosion's universal damage being totally intentional. grow up kid and stfu, it can be used to team kill your own objectives. Link to comment Share on other sites More sharing options...
Lathain Valtiel Posted July 8, 2006 Share Posted July 8, 2006 Yeah, and that somehow necessitates removing a totally viable tactic for offense, right? What bullcrap. By your terrible logic we should ban staff kick knockback because you can knock your own team members over the side with it even if team damage is not allowed. If someone teamkills intentionally, you kick and ban them. If your team makes a mistake and leaves an explosive object that can be hijacked by the enemy in the middle of your base, it's their fault and you have to deal with the consequences of that mistake, which is the most basic nature of every single team-based game known to mankind. It's that simple. You tell me to grow up, yet you tell me you can't handle teamkillers without stripping the entire offensive team of a tactic that was used to great effect in, say, World War II? You have some nerve but very little brains, child. Razor, this cannot go into OJP, at least not Basic. It's not a bug, and he can't prove that it's a bug. It's simply another annoyance the defensive team has to deal with, kamikaze bikes. Link to comment Share on other sites More sharing options...
ensiform Posted July 8, 2006 Share Posted July 8, 2006 its quite a bug, its not even logged or displays a message that the station is even destroyed when you solely use a speeder. and i shouldn't "have to prove that it is a bug" ive already done that in other threads. don't treat me like i don't know what i am talking about. you're being very rude. Link to comment Share on other sites More sharing options...
Lathain Valtiel Posted July 8, 2006 Share Posted July 8, 2006 That hardly proves that the speeder doing the killing is a bug, it simply means that the game may not register it properly. That very same map messes up defense's spawn points if offense gets into the rancor arena back door (which is the only reason I consider that an exploit). If you can't even trust the game to keep its spawn points in order against a little ingenuity, then frankly you can't really go down the logical line you did without also having to deduce that offense being able to go through an open door is a bug, which is of course silly. Link to comment Share on other sites More sharing options...
Vruki Salet Posted July 8, 2006 Share Posted July 8, 2006 It isn't just a bug if it's somehow programmed wrong or if it opens the door to a hack or exploit. It could be considered a bug if it's illogical or unbalanced or spoils gameplay somehow. Since those last things are subjective judgements it's up to the mod programmer to decide if it's a bug or not. Make your case for or against removing the behavior, but arguing about whether it's a bug or not is silly. Ensiform's right by the way Lathain, you need to calm down & stop talking like you're busting blood vessels. --------------------------- On the topic, my 2 cents about the speeder bikes is that it's stupid that they *always* explode and that that's a bug in the JKA's programmers' thinking. They should just explode if they take tons of damage at once or something, or randomy when destroyed. If you want bike-bombs in the game, program in a way to load them up with detpacks or mines. Link to comment Share on other sites More sharing options...
ZerooftheFour Posted July 8, 2006 Share Posted July 8, 2006 well lathaim i hope u do know this but people are bitches like me, and i will tk my own opjectives just to hear people cry, i think its a good idea to remove the ammount of damnage swoops do to consoles on desert, but maybe... have it so only "offence" swoops can do damage to opjectives such as if a player on the offence gets off the bike it will do damage to objectives and breakables, but if a defencive player rides his swoop last and breaks it infront of a opjective it do no damage to it, hell make a command for it, g_allowfriendlyobjectivefire or something 0 means normal, 1 means will do no damage under any veh explosion or hits by defence, and 2 where only offensive swoops can damage the objectives (where i stated above) Link to comment Share on other sites More sharing options...
Vruki Salet Posted July 9, 2006 Share Posted July 9, 2006 g_allowfriendlyobjectivefire sounds like a good idea. Then this kind of problem would go away. Link to comment Share on other sites More sharing options...
Lathain Valtiel Posted July 9, 2006 Share Posted July 9, 2006 Vruki: Your opinion on what constitutes a bug beyond what is commonly known as a bug is completely irrelevant to me, as is your laughably presumptuous assertion that the programmers going against your idea of what should occur upon shooting a fictional futuristic mode of transporation possibly made up of some highly combustible or spark-emitting components (which seem awfully common in the SW galaxy...) somehow can constitute a 'bug' in their thinking. Though if you insist to be made to look like a fool, I shall indulge you. I speak for OJP Basic, since I find Enhanced to not be worthy of the moniker, much to my own disappointment. --- It is the entire point of every team based game in existence to compensate for the errors of your allies and to use the mistakes of your enemies to your team's advantage. In the case of the bikes, there are two notable possible mistakes for defense to make besides the obvious one of letting an enemy swoop in in the first place. The first mistake is bringing in their own swoop and having an offense guy shoot it out from under them. If that exploding bike winds up next to a target, the offensive guy, regardless of whether it was inadvertent or intentional, deserves to recieve his reward of damage to the objective via his use of his enemy's mistake. The second mistake is defense using a radial weapon while a bike is in the vicinity. If it explodes next to something they were supposed to be defending, then it's THEIR mistake, and they should be made to suffer the consequences of their failure with damage. Frankly, what ZerotheFour recommends is beyond simplistic, since it reduces offense's options and only offense's options to use the error of their enemy, as noted in hypothetical situation #1 since clearly that would be labeled an, ahem, 'defensive' swoop since a defender is on it. Unless of course whether or not the status of the swoop is determined by who shot it last, which would go against hypothetical situation #2. It is almost impossible to argue that one of those situations is wrongheaded, because clearly defense made a mistake somewhere down the line in each and they should be made to pay the appropriate price for their error. Link to comment Share on other sites More sharing options...
ZerooftheFour Posted July 9, 2006 Share Posted July 9, 2006 this is not about tactics... its about the matureity of the player, bad tatics is bad tatics non the less, but if you look at MB2 (the most realistic seige mod for JKA) they even have the defensive team unable to harm there own objectives (R2 D2 on tantiveIV, and the generater on lunarbase), and u know y? its because of retards like me that will do it just to piss people off, i mean ya, if everyone was sober and not retarded then ya leave objectives damageable by all, but thats not the case, its a issue of maturity, and immaturity ruins a game, and this comand will help servers be ''monitered'' without any moniters, because admins cant be on cocain or meth to moniter there servers 24/7 for purposefull TKing of objectives or players. (Meth and Cocain can only keep u up so long before it kills you) Link to comment Share on other sites More sharing options...
Vruki Salet Posted July 9, 2006 Share Posted July 9, 2006 shooting a fictional futuristic mode of transporation possibly made up of some highly combustible or spark-emitting components OK fine, I suppose that's as good an excuse as any. Link to comment Share on other sites More sharing options...
ensiform Posted July 10, 2006 Share Posted July 10, 2006 g_allowfriendlyobjectivefire sounds like a good idea. Then this kind of problem would go away. too bad thats not something that can be done so simpily because it doesn't know really last pilot or whatever or someone from allied team could have just hopped in, or enemy could have just at last second. its a very complicating process. so i just stopped it from allowing to damage it at all for now. edit: actually it can know last pilot but vehicles aren't neccasarily on the same team as the pilot, and npc teams are a little different than regular teams in the code. Link to comment Share on other sites More sharing options...
ensiform Posted July 10, 2006 Share Posted July 10, 2006 (Meth and Cocain can only keep u up so long before it kills you) i hope you use neither :down: Link to comment Share on other sites More sharing options...
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