Rabbit
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Posts posted by Rabbit
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Nice work
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On 12/8/2020 at 9:01 PM, =VG= Melon Muncher said:
pt.WW2
all WW2 bots have a range somewhere between 100-200 for their weapons now. Was previously really hard thanks to the above changes making bots shoow halfway across the map and through all the hedgerows
gonna make the beach landing on omaha interesting unless that doesnt effect the emplaced MGs.
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experienced most of that.
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Just now, =VG= Melon Muncher said:
It sucks
No you.
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Unlisted by my omaha gpo is now ingame.
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Cool, is this coming with the future map pack update or an update before that?
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2 hours ago, Rokk said:
other maps mark it with stripes, they should do the same on Kashan. I thought it was a bug because it wasn't marked.
If its alt it is shown in map gallery. PR does not allow for that in ingame maps.
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Wow thats a way bigger mesh for fools road than I expected.
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30 minutes ago, =VG= m823us said:
some maps have bots on 17 stationary emplacement which add complexity, and some issues with current assets just not working properly due to missing components. I'm at work currently but will post my notes later to validate.
Yeah, the bots on emplacements has been great. Arab got them working on MG emplacements for the next version of omaha to come out.
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Now that its more stable devs should add more maps to PR.
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Haven't played it but have watched some streams of it. Its beautifully done and looks fantastic.
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Game details are public as well?
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Meh, decided to make it more painful but more rewards.
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Fools road, maybe move the GB main to where militia is; change mil to Russia and remesh as much as you can going down the western road? First flag would be the hill in C7/C8, then train depot and RU main will have to be the coal mine.
SP vehicles and such could spawn somewhere s/se/sw of the tunnel/bunker complex to avoid meshing that area too.
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Vadso isn't worth saving, even if you delete all of the non terrain lightmapped shrubs to deal with that whole issue you are still left with pretty much the same POI. I guess you could delete the shrubs then and just say fuck it and throw mil on it for a layer v 80s brit falklands.
I think marlin could be a bit more fun with a shahadah like layer.
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Outlawz is currently finishing nuijamaa v2 so coop will already be redone on that.
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52 minutes ago, =VG= Kavelenko said:
There's a good idea that adds to the theme of D-Day, you could still leave it so the support ships show up once the trenches have been secured and also have the tanks spawn inside the ships as well as the logis.
I don't know if the tanks would fit though?
That's what the plan was, while having non respawnable ones with the landing craft. So the ones that would spawn in with the boats after trenches are taken would be their replacements.
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That can be done but as said earlier it opens up more problems than it solves.
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Just now, Cruizer said:
Is it possible to shift the tank spawn to the beach instead after the cap the WN flags. At least one tank at each sides (link when we cap WN 71, the tank spawn will be shifted north of the flag on the beach the same spot as the repair station spawn). It will only do it when the manned tank is dead. If not, tanks squad need to drive the tanks all the way from the sea.
No there isnt. Its either keep the current system or the new way I just purposed.
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13 minutes ago, =VG= Kavelenko said:
I think this would be worse because once that OPFOR armor turns up to WN72 and you have no tanks to combat them, you're screwed unless you have a full server. What would be an improvement would be Logi's spawning once we capped the beach not the bunkers especially once the server settings go back to the large crate deployment for building FOBs. At the moment we can spawn them without a crate which is handy but it would kill the server if we reverted to our normal settings.
I can delay the german tanks to 15 minutes. That would give you a 2 tank advantage for the first 15 minutes as long as they arnt killed. It would also mean if you lose a tank you dont have to drive it all the way from main base but rather just from the beach provided you took the trenches.
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If I were to make the tanks that originally spawn way back at the boats non respawnable but add tanks that spawn on the boats after you take the trenches be a good change or worse change.
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9 minutes ago, =VG= m823us said:
I had reports that players were not able to destroy them either by TNT or ramming a vehicle into them. As I said, I will confirm this offline and see what they mean. I will report back and try to get better reports from players using the assets about current events.
Strange, try using 3 rounds HE from the sherman, just tested and that worked.
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Things that ruin maps
in PR Cooperative
Posted
Masirah needs a larger navmesh with maybe some more trees. Its not complex enough.