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#21 |
Wormlike
![]() Join Date: Dec 2009
Posts: 907
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![]() As far as I can tell, the camera shell should not have any rendering restrictions. I wonder what might be causing this...
[edit] Actually, I just saw that ONSMortarShell defines a CullDistance of 10000 UU. That is the base class for anything any SPMA-style vehicle will lob at you with its main cannon, including any camera shells. In other words, that's a problem you should also have with the standard SPMA and the Perses. (But I'll fix it anyway, of course.) In the mean time, mappers can modify the default CullDistance of the affected custom projectiles under Actor >> Projectile >> ONSMortarShell. (Remember to turn off "Placeable classes Only?" so you can see them.) [edit2] In a future release I'll fix the Culldistance issue and I'll also make AVRiL rockets redirect to the Helios/Hephaestus Artillery again. Should I also do that for the "standard" Reverse SPMA?
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#22 |
.
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![]() I've never noticed the same trouble seeing the camera that I have on Arctic-Junk but I don't think there are a lot of maps where a SPMA gets used much. Capn Gordans is the one that stands out the most and it's fog distance is 10000. With 4 of them in this map I definitely see more use of them than I have in any other map. Raising the cull distance on the camera to match Arctic-Junk would be great. They are already hard to see on that map for some reason, especially the blue one.
What about them drawing on the ground? I saw that again yesterday. Tried to get a screenie but the round ended. Imo, the Avril should redirect on any SPMA based vehicle but I tend to have opinions like that that others don't agree with. People like to sit back and easily dominate because of unbalanced play, ![]() |
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#23 |
Wormlike
![]() Join Date: Dec 2009
Posts: 907
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![]() Right. I guess I'll give a default value (Reverse SPMA being "redirection-proof", Helios and Hephaestus not) and allow mappers to relatively easily change that by editing a default value for that vehicle class.
The reason I changed that part in the first place was that the AVRiL redirection made the SPMA weak. You essentially draw in all enemy AVRiLs from around you by launching that camera shell. Literally every opponent can attach you without you having a way to defend yourself. The Helios now has the Poltergeist/Basilisk energy shock wave for the driver to take care of incoming AVRiL rockets, while the Hephaestus driver could use the flamethrower to do the same thing. Camera visibility probably should be fixed, though. It's bad enough that you are being attacked by a vehicle you can't see. You really should at least be able to figure out how it saw you.
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#24 |
Community Veteran
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![]() Yes, I think the R-SPMA will be used a lot more than the other two.
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#25 | |
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If a SMPA driver hears an Avril lock and then destroys their own camera the Avril lock is lost, right? So a good SPMA driver, when hearing an Avril lock, is going to destroy their camera and move slightly to avoid the drifting Avril. If a SPMA driver lets someone lock Avrils onto them by redirect of the camera and doesn't do anything about it then they deserve to die. I think even with the Avril re-direct the SPMA driver still has the advantage. |
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#26 | |
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#27 |
Wormlike
![]() Join Date: Dec 2009
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![]() I suppose that's a reasonable argument for keeping the redirect in all cases. However, I'll still add some slight modifications there. The redirect will no longer kick in immediately if the attacker has a line of sight to the vehicle. Instead, the rocket will have to be underway for at least one second already before considering the turn towards its eventual target. Also, that message "SPMA acquired" will only be displayed when the AVRiL rocket actually switched target from the camera to the vehicle, not when the vehicle was the target from the start.
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#28 | |
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#29 |
Wormlike
![]() Join Date: Dec 2009
Posts: 907
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![]() Yes, the Battery Launcher and its rocket extend the AVRiL and its rocket, respectively. The entire redirection logic is based on the AVRiL rocket's API and otherwise entirely implemented in the artillery vehicle.
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#30 |
Wormlike
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![]() New version available! (link in first post updated)
Changes:
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#31 | |
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#32 |
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![]() Sometimes (often) I cannot shoot down the camera for one of these (or both, not sure). No matter how many times I hit it it will not fall. Other times it comes down with one shot. Very frustrating. Also, sometimes the camera will appear to be sitting on the ground. I can NEVER destroy it when it's on the ground.
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#33 | |
Getting there...
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#34 |
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![]() Wormbo please look into the camera issue with these. About half the time I can shoot at it over and over and it does nothing. Other times it comes down in one shot. It seems that the camera is often not actually where it shows. When this is happening my Avril will not lock on to it but will sometimes lock on to a place where it is not showing. Also when it is showing on the ground I believe it is actually in the air directly above that spot.
I did a demorec of this but it shows me aiming away from the camera. I will try to remember to get an actual screen capture video but just trust me that my description of the issue is accurate and that others are getting the same thing. |
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#35 |
Wormlike
![]() Join Date: Dec 2009
Posts: 907
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![]() Oh, I see the problem. The original SPMA camera shell has a location correction feature that also still exists in the Reversed SPMA camera shells, except that it does not get the necessary correction information anymore.
THB, I don't see myself releasing anything any time soon. A fix should be relatively easy, though. If you use Reversed SPMA embedded in a map, you can edit the ReverseSPMAArtilleryCameraShell class (show non-placeable classes, then go to Actor >> Projectile >> ONSMortarShell >> ONSMortarCamera >> ReverseSPMAArtilleryCameraShell, doubleclick it to open script editor) to include the line "RealLocation = Location;" both in DeployCamera() and EndedRotation(). Just add it anywhere at the start or end of both functions, then click the "Compile changed scripts" button (or select it from the menu) to update the bytecode accordingly. Finally, save the map to persist the changes. (No further rebuilding required.) Background: ONSMortarCamera uses simulated state Deployed to perform the logic, while ReverseSPMAArtilleryCameraShell moved it to simulated function DeployCamera() and simulated event EndedRotation(). (I don't remember why, but it was probably a cleaner solution to a different replication-related problem.)
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#36 | |
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#37 |
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![]() Thank you Wormbo. Does this apply to the Helios also?
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#38 |
Wormlike
![]() Join Date: Dec 2009
Posts: 907
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![]() Putting the code in the Reversed SPMA class will apply to all related vehicles.
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