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Viewing 15 posts - 1 through 15 (of 20 total)
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  • in reply to: Better handling for expansion packs? #12103

    Skulling_Axe
    Participant

    I have an idea for something like bobirov is talking about.

    How about all of the xml files be compressed into a big “mix” file. This mix file will be the “Official” mod. Then if any changes are made the changed file will be placed seperately in the folder. The game will read the changed file first and use it in single player/multiplayer servers that have that version, but if the person were to join the “official mod server the game would then use the original mod settings, without having to redownload them.

    Perhaps also in the mod choosing box it will have a prefix next to the name of the edited so that the player could choose the official or the modifired.

    For example:

    Apoc Mod (Official)

    Apoc Mod (Edited)

    The game would automatically place the prefix there do to the file being seperate from the “mix” file that the official mod comes in.

    in reply to: Better handling for expansion packs? #12096

    Skulling_Axe
    Participant

    How are the mods to be selected? Is it a little drop down box that shows the mod or what? Im actually curious as to how that would work?

    in reply to: System hangs randomly in game #12142

    Skulling_Axe
    Participant

    Ahh, i did not know XP pro was based off of Nt as well. I thought it was mostly based off of 98 and ME. Maybe thats why i dont like XP.

    But i was speaking from my own experiences with windows 2000 i never really liked it so i stuck with 98.

    in reply to: System hangs randomly in game #12140

    Skulling_Axe
    Participant

    I think it goes beyond just the drivers… Could be the operating system itself. Windows 2000 isnt exactly designed for games. Its designed more for networking, since its based off of windows NT. So the latest drivers might not do the trick

    in reply to: My First map…(16+)….. #11903

    Skulling_Axe
    Participant

    It would be a damn shame to deform that first map…

    in reply to: Better mushroom clouds #11297

    Skulling_Axe
    Participant

    These ideas all sound great…. Just one thing. The amount of 3d and processor being used would slow the game down to a crawl when the bomb goes off…

    Detail might need to be sacraficed for playablility 😕

    in reply to: Question and a problem #11748

    Skulling_Axe
    Participant

    Nope, sorry their is no program for making the weapons, becuase it is basically like making a website with XML.

    But to fix your problem go into the setup/settings window and click restore defaults. What probably happened is when you were making the weapon, you tried to load the game when it wasnt lined up in code causing scorched to run in “safemode” meaning no sound and less details.

    in reply to: landscape trouble #11708

    Skulling_Axe
    Participant

    It would probably be more helpful to Gcamp if you gave a better discription to th problem. That one is so general that it would be almost impossible to diagnose.

    in reply to: V37 open source custom weapons! #11146

    Skulling_Axe
    Participant

    @anonymous wrote:

    And these weapons woudl need new coding.

    EMP missile. This woudl have a good chance of knocking out shielding and messing up any guidance systems in any tank it explodes near.

    Readout Scrambler. Thsi would be a similar weapon, excep that any tanks anywhere near where it went off will have their guns re-aimed, and their angle indicator messed up so it shows the wrong angle. This would be a great weapon to defeat poeple who keep using ballistic guidance to guarantee themsellf a direct hit.

    These two are great ideas, unfortunately they wouldnt be able to be made unless Gcamp includes them in the next version. Maybe he will.

    in reply to: Idea for flashbang… #11600

    Skulling_Axe
    Participant

    Interesting… the only problem i forsee with it is people using it too much. Perhaps a buy limit…

    Anyways to expand on the idea just have it work like a basic missile, with a blast radius that shows a BRIGHT flash of light, but no damage what so ever. Those caught in the blast radius are effected. that way it doesnt blind EVERYONE on the map, where it basically blow up at the appex of the flight.

    in reply to: V37 open source custom weapons! #11138

    Skulling_Axe
    Participant

    Bobirov… the Haymaker is exactly what i was looking for… Awesome man… freakin awesome.

    in reply to: V37 open source custom weapons! #11130

    Skulling_Axe
    Participant

    @bobirov wrote:

    Here’s another one I made recently. It’s basically just a MIRV that releases Leap Frog warheads.



    Bunny Bomb

    Thats close to the weapon i had suggested… see if you can make the lead frogs creat another mirv weapon that will release missiles. That would be a killer fanning weapon to get multiple targets

    in reply to: gameplay and situation awareness #11371

    Skulling_Axe
    Participant

    What i can make from his comment is, the action cam that results from the end of the shot cam, i too have found this a little odd, but when i got use to it, it wasnt so bad. Perhaps an option that allows you to turn off the action cam at the end of the shot would help.

    in reply to: More on: Wait after each firing is done in Build 37 #11377

    Skulling_Axe
    Participant

    F1 – F4 are the speeds for game, if you want to speed it up, hit one of those keys

    in reply to: V37 open source custom weapons! #11121

    Skulling_Axe
    Participant

    Actually, the Arms level tag is relative to Arms Level of the weapon. You’ll notice that when you create a custom single player game in the Env Tab there is a option for Arms level, what this is, is you can set the Arms level to a certain number and weapons that have that number or lower can be bought. Anything with a higher arms level cant be bought. Its for people who dont like to have nuke and otehr weapons of mass destruction against them, or the hard core guys who like to use only baby missiles and missiles and so on.

Viewing 15 posts - 1 through 15 (of 20 total)