New NitroVehicles

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TheDejaVuPl@yer

Re: New NitroVehicles

Post by TheDejaVuPl@yer » Wed 05 Jan , 2011 4:17 am

If we will care of noobs lets just disable antitcc and upload on forum autoaim,wallhack,radar etc.
The same w/ sounds - health meter is enough, its flashing more than enough.

Izumo, calm down ^^ Your mod is greate. Dont shit it.

The seconds idea is the same, bla bla - its all the element of gameplay. I see U didnt play ons when benders stay near powernode and spam combos. And ok, nobody cries, weaker just spawn another node, stronger pawns that bender in a price of five oun frags. Take it easy, dont try to balance nubs. Cause if u will continue thinking that way u will suggest LDG to use inverse ninja law mutator w/ adoption to skill, thatlbe lol. Take it izi ^^

No invisibility should be on AS. Or lets just enable adrenalin combos and RPG and proclaim nubsday or week or server )))

iZumo
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Re: New NitroVehicles

Post by iZumo » Wed 05 Jan , 2011 3:45 pm

Not denying that the first idea is a product of a rage.

And yeah I did play ONS or WAR in UT3 -> where in UT3 you can use scorpion or viper suicide against them as a solution. However we can't really have scorp suicide here in race.

Anyway with intention to replace the text when you enter vehicle, Boost, Repair and Shield could have an widget in HUD, can someone draw them (similar to gifts widgets, only displaying them on the right side)? I'm not really good when it comes to drawing icons.

TheDejaVuPl@yer

Re: New NitroVehicles

Post by TheDejaVuPl@yer » Thu 06 Jan , 2011 3:40 am

I think thats better as it is now. Icons will take too much space, imo.
From the other side I can make that icons 4 u, but l8r. 2 busy now, maybe at weekend.

iZumo
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Re: New NitroVehicles

Post by iZumo » Thu 06 Jan , 2011 2:09 pm

Thank you.

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Raven
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Re: New NitroVehicles

Post by Raven » Sun 09 Jan , 2011 9:53 am

Hi,

So I understand not so good English, so I use google to translate.
But now on, you can place the buttons for the functions in a different place and if so how? For I must always go look at the buttons and the disturbing but very powerful.

Greetings
RavLau

Kontor
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Re: New NitroVehicles

Post by Kontor » Sun 09 Jan , 2011 1:13 pm

RavLau wrote:Hi,

So I understand not so good English, so I use google to translate.
But now on, you can place the buttons for the functions in a different place and if so how? For I must always go look at the buttons and the disturbing but very powerful.
In the Game Menu (shown when pressing ESC), on the right, there is an option "Nitro vehicles" there you can assign the functions to the buttons you like.

I am not sure, if I did understand your question correctly, though...

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Raven
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Re: New NitroVehicles

Post by Raven » Sun 09 Jan , 2011 3:29 pm

Ohhh my god, I think I was blind ^ ^
Biiig Thx, you helped me beat!

iZumo
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Re: New NitroVehicles

Post by iZumo » Tue 18 Jan , 2011 7:01 pm

Nitro Vehicles v4:

- added scorpions with UT3 projectile (from EONS Scorpion by Wail of Suicide)
- added gunless NitroSPMA (and more speedy racing version); this is for their different handling and currently unused
- added Mutate commands
- increased "absolute speed cap" from 62.5 MPH to 125 MPH
- vehicle's top speed increased cca by 30%
- fixed exiting when Nitro bug
- reduced climbing (extra penalty)
- slightly modified scorpion properties to prevent skidding when braking in speed > 50 MPH
- repair and shield binds are not override the command assigned to them
- and some easter eggs

Commands:
mutate NitroVehicles cmd arg
- will response "OK." if the command was good

cmd: AddMap
arg: mapname (without ".ut2")
-> removes the map from disabled list

cmd: RemoveMap
arg: mapname (without ".ut2")
-> adds the map to disabled list

cmd: AddThisMap
arg: nothing
-> removes this map from disabled list

cmd: RemoveThisMap
arg: nothing
-> adds this map to disabled list

Nitro Vehicles v4:

- added scorpions with UT3 projectile (from EONS Scorpion by Wail of Suicide)
- added gunless NitroSPMA (and more speedy racing version); this is for their different handling and currently unused
- added Mutate commands
- increased "absolute speed cap" from 62.5 MPH to 125 MPH
- vehicle's top speed increased cca by 30%
- fixed exiting when Nitro bug
- reduced climbing (extra penalty)
- slightly modified scorpion properties to prevent skidding when braking in speed > 50 MPH
- repair and shield binds are not override the command assigned to them
- and some easter eggs

Commands:
mutate NitroVehicles cmd arg
- will response "OK." if the command was good
- the mutator always remains in the mutator list, thus it can be commanded on disabled maps as well

cmd: AddMap
arg: mapname (without ".ut2")
-> removes the map from disabled list

cmd: RemoveMap
arg: mapname (without ".ut2")
-> adds the map to disabled list

cmd: DisableThisGame
arg: nothing
-> disables Nitro, Shield, Repair on the NitroVehicles

cmd: EnableThisGame
arg: nothing
-> enables Nitro, Shield, Repair on the NitroVehicles (in case they were disabled in the beginning, sets the replacement for newly spawned vehicles).

DL: http://upload-it.ch/upload/nv4.zip

Maps (Industrial Race, ShockScorpionRace)
http://upload-it.ch/upload/nv4_maps.zip

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Re: New NitroVehicles

Post by iZumo » Thu 20 Jan , 2011 2:04 am

So, current issues:
- webadmin commands are not working
- the karma speed cap increase is causing vehicles to get extreme speed in booster volumes (critically on BorderWorlds and WarMachines); which in BorderWorlds I'm going to create a TopSpeed limiting volume. Otherwise in WarMachines I suppose fix it to remove the boosters and use nitro in those areas. I'll be skiing next week, thus only will fix the BorderWorlds as it's an easy fix (given the fact that WarMachines have more things to be done)

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Raven
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Re: New NitroVehicles

Post by Raven » Wed 09 Feb , 2011 12:42 am

Hi,

could possibly alter the Shiled so that it also helps against the Shock Rifle?

Greetings
RavLau

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