Edited by VK, 21 December 2007 - 07:18 AM.
NPAE feedback thread
#1
Posted 17 December 2007 - 08:32 PM
#2
Posted 18 December 2007 - 07:22 AM
Fourth, fifth and six side support!
some improvements in code
It seems it have not new delploy logic in NPAE,no new third weapon.
what's new logic in NPAE?
#3 Guest_Adde_*
Posted 18 December 2007 - 03:55 PM
[TaskForces]
130=NWTEAM00-G
[NWTEAM00-G]
Name=NW EASY 1
0=5,MSTRTNK
1=3,GRITNK
Group=-1
[TeamTypes]
1000=NEWTY117-G
[NEWTY117-G]
Name=NW EASY 1
VeteranLevel=1
Loadable=no
Full=no
Annoyance=no
GuardSlower=no
House=<none>
Recruiter=no
Autocreate=yes
Prebuild=no
Reinforce=no
Droppod=no
UseTransportOrigin=no
Whiner=yes
LooseRecruit=no
Aggressive=yes
Suicide=yes
Priority=5
Max=1
TechLevel=0
Group=-1
OnTransOnly=no
AvoidThreats=yes
IonImmune=no
TransportsReturnOnUnload=no
AreTeamMembersRecruitable=no
IsBaseDefense=no
OnlyTargetHouseEnemy=no
Script=1GENATAL-G
TaskForce=NWTEAM00-G
Exempel one of trigger:
0CDCDC01-G=NW EASY 1 ,NEWTY117-G,<all>,2,1,CATECH,0100000003000000000000000000000000000000000000000000000000000000,50.
000000,10.000000,70.000000000000,1,0,4,0,<none>,1,0,0
Exempel two of trigger:
0CDCDC01-G=NW EASY 1 ,NEWTY117-G,NewCountry,2,1,CATECH,0100000003000000000000000000000000000000000000000000000000000000,50.
000000,10.000000,70.000000000000,1,0,4,0,<none>,1,0,0
-----
so lets say again, they dont attack me for some reson, I need some help
#4 Guest_Adde(same as above)_*
Posted 18 December 2007 - 03:56 PM
#5
Posted 18 December 2007 - 04:35 PM
#6 Guest_adde_*
Posted 18 December 2007 - 04:38 PM
yes. There is a strange bug. Or maybie something I have forgot.regular allied, soviet and yuri forces attack you?
Let bobingabout test to and we se..
#8
Posted 19 December 2007 - 12:22 AM
nobody stop you TO UPLOAD HERE EXCEPT.TXT FILE!!!!I Keep getting IEs when I try building a tesla reactor in a soviet match only seems to be affected when I use NPAE
#9
Posted 19 December 2007 - 02:55 AM
#11
Posted 19 December 2007 - 10:34 AM
(◉ ᗝ ◉)
#13 Guest_Adde_*
Posted 19 December 2007 - 02:08 PM
#14
Posted 19 December 2007 - 02:28 PM
Fixed in Revision #0009.
download it here
at the weekend.VK I am still having problem with AI, they wont build anything. Can you test by yourself?
#15 Guest_Adde_*
Posted 19 December 2007 - 03:18 PM
at the weekend.VK I am still having problem with AI, they wont build anything. Can you test by yourself?
You dont need to do it. I fixed it
The problem was that I did not have any scripped basedefence units in aimd.ini. So I added one and now it all works fine
You should add this info to the MDK.
#16
Posted 19 December 2007 - 09:35 PM
(◉ ᗝ ◉)
#17
Posted 20 December 2007 - 01:02 AM
yes, nobody negate this.It seems units on a high bridge can't be EMP-ed. Once they get off of they can be disabled normally, but as long as they stay on it EMP weapons don't have any effect on them.
#18
Posted 21 December 2007 - 12:54 AM
EDIT: Never mind. It was because of a faulty DVD/CD R drive.
Edited by Nikola_Tesla, 21 December 2007 - 01:28 AM.
#19
Posted 22 December 2007 - 11:43 PM
Bug 1: No matter what side I am (Allied, Soviet, Yuri), I always get GI's in my tech airfield paradrop. It's a bit annoying really, since I haven't touched the paradrop code at all.
Bug 2: I'm not sure if this has been said before, but there is something seriously wrong with the laser size code. The following is a screenshot of a prism tower shot (the code hasn't been touched) without NPAE:
And here's a screenshot of a prism tower shot with NPAE:
They are both being powered up up by the same amount of towers, but the Laser is much bigger, more jagged and nasty with NPAE installed, for both the support beam and the firing beam. I tried fixing this by by putting:
IsBigLaser=yes; set special draw effect LaserSize=0; set the laser size by this tag
In all the laser weapons, but that didn't work, so I tried:
IsBigLaser=yes; set special draw effect LaserSize=1; set the laser size by this tag
And it still didn't work. This is something that really need to be fixed, and the sooner the better.
Realism is so overrated it isn't even funny. You already know what happens in reality, how is that entertaining...?
#20
Posted 25 December 2007 - 02:43 PM
About the second bug, I didn't change anything in code, so it *must* be the same.
You should compare it on the same map, not on the different maps.
also you should compare lasers with same directions.
LaserSize=0 set default laser size, so it can't be used.
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