PaiNx
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I was wondering if there is a way around the captives clipping error when placed inside buildings. I setup the soliders as captives, and then when a trigger is set off they become uncaptive and run away. The only thing wrong is that they run through the side of the building, but not the doorway. I notice there is alot of clipping problems when the AI moves around buildings and such. I hope I made some sense of this. I did a search, but found nothing on this subject. If there is then please post a link to the discussion. Thanx
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To add another thing. This type of option wouldn't make it unrealistic at all. It is not like in a real war we tell are Allies, "Nope you can help us out, we are in the middle of a war."...."Maybe in a few minutes the battle will be over, then maybe you can join"...
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I think 1 of the reasons the player count is low. IMO is because you have to wait to join a game in progress. Now if they were to make this a server option. I think alot more would be playing this game...once again IMO....Thats what turns me away, so I end up messing with the editor or playing LAN and SP...No Online
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bump. More feedback would help...
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I get a invalid header error when trying to open some .pbo files.
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By the looks of some of the ways you came up with the scripts. God that must have taking quite some time to figure out. I will hopefully get to that point someday. I can only come up with some good scenarios at the moment, and unit setup, and some minor scripts.
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Nice job. I found it fun to try out. I can't wait for the final release of this RTS system. Keep up the good work.
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Yeah I noticed that as well all #'s here. I had one before too that worked.
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Is there any way that you could possibly make it for Multi-Player as well. If not thats ok. Still an awesome mission..:)
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I was just messing around with the Action command. I then assigned it to a waypoint in the On Activation field, and I was able to get my solider to swing his weapon. There is no damage , but I am sure there is a way to do so. If this was found already then disreguard this, but it suprised me to see that animation within the game. Here is what I typed in the Move Waypoint: On Activation Field: this action["STROKEGUN"] The unit will move then when waypoint is activated it will trigger this gun swing event. Probably old news, but oh well worth the shot....:)