| Bugs and stuff; Bug reports on all the betas | |
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| Topic Started: Mar 7 2008, 06:12 PM (5,670 Views) | |
| snowballrules | Mar 7 2008, 06:12 PM Post #1 |
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Tank Commander
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ok thanks to the guys that dread bug got fixed but here are sum moreLand speeders for sum reason when they build up spped they go into a loop and crash i dnt know what those pilots are sniffing but it cant be good and the multmeltas the marines dont seem to use them at all for sum reason anyway great mod tho top marks |
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"To Your Glory, and the glory of him on earth" Imperial Fist Battle Cry "Iron Within, Iron Without!" Iron Warroirs battle cry | |
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| spad | Mar 7 2008, 06:53 PM Post #2 |
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Lord Commassair
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it is not a bug just the crappy aerial mod of ofp with some smal air unit with light mass for the multi melta i don't know it is a config problem with armor value of the enemy etc etc Edited by spad, Mar 7 2008, 06:55 PM.
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| Sanctuary | Mar 7 2008, 07:44 PM Post #3 |
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Ultrawhat ?
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Indeed in the OFP engine, too low mass flying object will spin and spin and ... crash on the ground. The same as too high mass flying object will never turn, and the AI will never be able to reach any waypoint. It can be fixed by making the mass to be around the BIS cobra helo one for light object. A bigger flying object should -never- have more mass than the BIS chinook, or it will be unusable by both the player and the AI. The chinook is already "borderline" with its mass, and can give navigation problems to the AI Edited by Sanctuary, Mar 7 2008, 07:46 PM.
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__________________________________________________________________________________________![]() Addons makers, be very aware of this. | |
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| Deleted User | Mar 7 2008, 11:26 PM Post #4 |
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Deleted User
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i have found that the Vindicator loves to fight really close combat.. it fires 3 or 4 volleys at enemy inf. then goes in real close to do veh to hand combat... even with the way point at hold and a way point + trigger set so they are not to move till all enemy are dead or gone. so wit the cod... what is range for Vin. to be at to lob shells at target... may be thats my problem... |
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| SPQR | Mar 8 2008, 12:26 AM Post #5 |
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Wrath of the Emperor
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What was the target of your AI ? Leman Russ, Banblade ? Killa Kan, ... The Multi-Melta (MM) was configurated so that it isn't a single bullet being fired but a long burst of tracers, as the Melta Gun (MG). The difference between MM and MG is that the first fire at a greater distance. The damages are the same. Now, how OFP works. AIs NEVER FIRE at a target whose armor value is bigger, more or less, than 10 tens the direct damage of its weapon. For exemple, BIS soldiers (hit=9) won't fire the assault rifle at terminators (armor=96), only throw grenades (hit=20) at short distance. For the Melta weapons, each "bullet" do hit=100. So above more or less armor=1000, the target won't be attacked. If I increase the Hit value too much, the wepon may become too unbalanced. If I reduce too much the number of fired bullets, the Heat Ray won't look like I'd like it to be.
The Vindicator isn't, for many reasons, like the Whirlwind, a vehicule good for AIs : - OFP tanks, as well as infantry, always love to go close. AIs alone always "engage", never "fire at". - If I modify too much RangeProbabs, you often get strange AI behaviours, like the AI going backward far in order to shoot at you. - Maximum range of the Demolisher cannon is 360m. I use the Heavy direct weapon formula instead of the Ordnance weapon formula for a matter of balance (hit=1000.0; / indirectHit=500.0; / indirectHitRange=4.0;). Moreover, always a matter a balance, the initspeed of the shell is 300 m/s (you can see the shell flying. Technically OFP makes shells visible up to + /- 400 m/s). But the OFP AI manage very badly low velocities (look at the Stormblade, it won't hit anything unless being, maybe, very very close). however I didn't want the Demolisher cannon to act as a high velocity antitank gun. All this is a matter of juggling with Fluff, config and OFP engine limits. |
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| Deleted User | Mar 8 2008, 01:59 AM Post #6 |
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Deleted User
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now i see the light thank you very much..
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| zoneofenders | Mar 8 2008, 02:04 AM Post #7 |
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Corporal
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Wow now i know how you do the config...keep balance between Fluff and OFP nice work:) but the landspeeder problem is really frustrating. AI just keep crashing(even i crashed several time ) oh and the thunderhawk is not able to follow my waypoint... OFP engine
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| SPQR | Mar 8 2008, 02:18 AM Post #8 |
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Wrath of the Emperor
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For the Landspeeder, I can't really do much on my own. And the Thunderhawk can be considerated as having an alpha+ config, not more (I didn't spent much time on it). You should have a lot at the config.cpp file, as I usually arrange them in order 1) not to forget an important data, 2) pieces could be easily used for the creation of another vehicule from the same class. |
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| snowballrules | Mar 8 2008, 10:18 AM Post #9 |
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Tank Commander
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i find the thunderhawk to work really well it follows all my waypoints and lands perfectly (when i put the invisble h in lol) no i havent got any problems with thats as you will notice in the futre the TH gets used alot (whats can i say ive been in love with the thing since i started playing warhammer )
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"To Your Glory, and the glory of him on earth" Imperial Fist Battle Cry "Iron Within, Iron Without!" Iron Warroirs battle cry | |
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| zoneofenders | Mar 8 2008, 10:57 AM Post #10 |
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Corporal
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really? The thunderhawk was supposed to bring me some reinforcement, but it flew over my head for 5 min, kept moving in circle.It just could not land(i did put a invisble h). well actually 6 out of 10 times it can land properly(same waypoint).
Edited by zoneofenders, Mar 8 2008, 10:57 AM.
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but here are sum more





) oh and the thunderhawk is not able to
9:21 AM Nov 25