CnC Race Map problem

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darkelf
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Re: CnC Race Map problem

Post by darkelf » Wed 27 Aug , 2014 4:14 am

Azarael wrote:DriverDamageMult

MomentumMult
Yep those are the options that I have. My question is do those options effect the the vehicles driver or the other vehicle being shot by the vehicle with the changed values?
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Socio
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Re: CnC Race Map problem

Post by Socio » Wed 27 Aug , 2014 8:22 am

DriverDamageMult - damage dealt to driver of the vehicle spawned by the said factory, 0.0 = no damage.

MomentumMult - force of knockback dealt to the vehicle spawned by the said factory, 0.0 = no knockback.

Hm... now when I think about it I never set any of those values to above 1.0, wonder if I would set the MomentumMult to 100.0 would that make the Hellbenders hit with shock rifle primary fly away like its MegaFun weekend? ;B
> team-spec*Socio: i see a new rais map
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proof
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Re: CnC Race Map problem

Post by proof » Wed 27 Aug , 2014 9:30 am

Socio wrote:Hm... now when I think about it I never set any of those values to above 1.0, wonder if I would set the MomentumMult to 100.0 would that make the Hellbenders hit with shock rifle primary fly away like its MegaFun weekend? ;B
Yes, even Tanks and Leviathans.

I thought he just wanted to make the Tanks shell explosion to knock back less instead of having indiviual VehicleFactories not being affected by it. At least thats how I understood it.
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Re: CnC Race Map problem

Post by iZumo » Wed 27 Aug , 2014 9:54 am

Socio wrote:Hm... now when I think about it I never set any of those values to above 1.0, wonder if I would set the MomentumMult to 100.0 would that make the Hellbenders hit with shock rifle primary fly away like its MegaFun weekend? ;B
You can use console commands on this in WA:

set NV8_Patch14.NitroTWB MomentumMult 10000.0
will turn RACE to Megafun RACE

set Onslaught.ONSPRV MomentumMult 10000.0
will turn AS into OLDZ

trollface

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iRobot
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Re: CnC Race Map problem

Post by iRobot » Wed 27 Aug , 2014 10:19 am

If you go into negatives does it turn the twin beams into a tractor beam and pull them towards you?

troll2

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Re: CnC Race Map problem

Post by proof » Wed 27 Aug , 2014 10:33 am

Just tested it, yes you can pull things towards you that way.
But it seems like the Leviathan is the only Vehicle that is not affected by any knockbacks since it always stayed in its place :(
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Re: CnC Race Map problem

Post by iRobot » Wed 27 Aug , 2014 10:50 am

Damn, now that sounds like fun, I wanna play with twin beams that pull instead of push

Izumo, make it happen

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Re: CnC Race Map problem

Post by iZumo » Wed 27 Aug , 2014 3:42 pm

That will make everything to be opposite. Say you want to pwn a nice solobender with rocket launcher. So you step in front of it, load 3 rockets, wait until the bender is close, fire ....
.
.
.
.... aaand it will act as turbo and you get pwnt.

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Problem?

A way how to add troll physics mode. Excellent idea.

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darkelf
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Re: CnC Race Map problem

Post by darkelf » Wed 27 Aug , 2014 6:43 pm

Ok, I have fixed CBC mario(prison air crafts, vehicle health, momentum/driver damage, anti air support and super weapons in castle.)

It will be live soon got to do a screenshot for it.

Also I'm going to fix up red alert to have prison harrier. I think everything else in that map is ok.

EDIT: Both Mario and Red alert are fixed and live.
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> WebAdmin [dark_elfy]: who is this pepsiman.. he seems really talkative and pissed off
> Earl_Vencar.:LLS:.: i told him i liked coca cola

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Re: CnC Race Map problem

Post by iZumo » Thu 28 Aug , 2014 3:07 am

I added Troll Physics mutator to selection. That is add it when you want to inverse vehicle momentum multiplier :)

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