|
 |
| Author |
Message |
|
stuartpierce
|
Posted: 21 Apr, 2012
|
|
Joined: 22 Feb, 2007 Posts: 167
|
Thanks for the Unleashed update. It seems to work great, and I'm not seeing any errors in the log. I haven't noticed that behavior with the Hydra? Stuart Edit: Noticed something in my last log. Code: warning: Error running lua script: ...s\blackopsunleashed\units\bal0401\bal0401_script.lua(91): attempt to perform arithmetic on field `y' (a nil value) stack traceback: ...s\blackopsunleashed\units\bal0401\bal0401_script.lua(91): in function `CreateProjectileForWeapon' ...nce\gamedata\mohodata.scd\lua\sim\defaultweapons.lua(108): in function `CreateProjectileAtMuzzle' ...nce\gamedata\mohodata.scd\lua\sim\defaultweapons.lua(1020): in function `CreateProjectileAtMuzzle' ...nce\gamedata\mohodata.scd\lua\sim\defaultweapons.lua(1214): in function `CreateProjectileAtMuzzle' ...nce\gamedata\mohodata.scd\lua\sim\defaultweapons.lua(1277): in function `CreateProjectileAtMuzzle' ...nce\gamedata\mohodata.scd\lua\sim\defaultweapons.lua(582): in function `Main' ...nce\gamedata\mohodata.scd\lua\sim\defaultweapons.lua(1110): in function <...nce\gamedata\mohodata.scd\lua\sim\defaultweapons.lua:1106>
Edit 2: On the Inquisitor (BAL0401) is it possible the targeting priorities got switched between the main attack and the defensive gun? I noticed even though my Inquisitor has an entire enemy base in front of it, it will instead bombard a lonely scout running by it.
|
|
| Top |
|
 |
|
Lt_hawkeye
|
Posted: 22 Apr, 2012
|
|
Joined: 26 Mar, 2007 Posts: 5075 Location: California, United States
|
|
hmm, seems like a problem with the main weapon, not sure what would be causing it though, can you tell me what was going on so i can try to reproduce the error?
also- thanks i changed the targeting priorities around so it should function a hella lot better
_________________ {◕ ◡ ◕}
|
|
| Top |
|
 |
|
stuartpierce
|
Posted: 22 Apr, 2012
|
|
Joined: 22 Feb, 2007 Posts: 167
|
|
Sorry, I'm not sure what was going on when that error occurred. I didn't notice it until after the game was over, and I checked the log. I'll keep testing and see if I can make it happen again. Thanks for fixing the Inquisitor -- it rocks now.
Stuart
|
|
| Top |
|
 |
|
OrangeKnight
|
Posted: 22 Apr, 2012
|
|
| Forum Scout |
 |
 |
Joined: 02 Mar, 2007 Posts: 8995 Location: Ninja Editing Your Post from a Canadian IPhone
|
|
Finally sat down and did some work on Mod Stuff, Fixed up the Juggernaut's tracks and completed the modeling and texturing on the new Avenger, once I get it back from Hawk I'll do the Weapon anim and it'll be all set to go, Updated list;
Unleashed
UEF Avenger Revamp (90%) Juggernaut Fix (100%)
Cybran Hydra Replacement (0%) Gargantua Revamp (0%)
Aeon N/A
Seraphim Rift Gate Revamp (0%)
Special Weapons
UEF Novax Revamp (100%) Thor EMP Satellite (100%) Hellfire Missile Satellite (100%)
Cybran Strafe Fighter (100%) T4 Light Experimental (0%)
Aeon N/A
Seraphim Blitz Tank (100%) Lambda Boat (100%)
What should I work on next......
Mike
_________________ God of Models - Moderator BlackOps Team Twitter
|
|
| Top |
|
 |
|
Exavier Macbeth
|
Posted: 22 Apr, 2012
|
|
| Forum Scout |
 |
Joined: 16 Feb, 2007 Posts: 2838 Location: Phoenix, Arizona, USA
|
your list is missing something... You did make a model for an Aeon structure for SpecWep 
|
|
| Top |
|
 |
|
OrangeKnight
|
Posted: 22 Apr, 2012
|
|
| Forum Scout |
 |
 |
Joined: 02 Mar, 2007 Posts: 8995 Location: Ninja Editing Your Post from a Canadian IPhone
|
Exavier Macbeth wrote: your list is missing something... You did make a model for an Aeon structure for SpecWep :P I thought I was forgetting something, which one was it again? Mike
_________________ God of Models - Moderator BlackOps Team Twitter
|
|
| Top |
|
 |
|
Exavier Macbeth
|
Posted: 23 Apr, 2012
|
|
| Forum Scout |
 |
Joined: 16 Feb, 2007 Posts: 2838 Location: Phoenix, Arizona, USA
|
The Maelstrom Generator 
|
|
| Top |
|
 |
|
Tenshi07
|
Posted: 24 Apr, 2012
|
|
Joined: 25 Jan, 2011 Posts: 49
|
Wish it was possible to build civilian structures, roads, and city walls.  I wanna roleplay protecting and building a city, integrated within my base. hmm
|
|
| Top |
|
 |
|
brandon007
|
Posted: 24 Apr, 2012
|
|
Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
|
Tenshi07 wrote: Wish it was possible to build civilian structures, roads, and city walls.  I wanna roleplay protecting and building a city, integrated within my base. hmm Just 1 question. Why?
|
|
| Top |
|
 |
|
Lt_hawkeye
|
Posted: 24 Apr, 2012
|
|
Joined: 26 Mar, 2007 Posts: 5075 Location: California, United States
|
brandon007 wrote: Tenshi07 wrote: Wish it was possible to build civilian structures, roads, and city walls.  I wanna roleplay protecting and building a city, integrated within my base. hmm Just 1 question. Why? Tenshi07 wrote: roleplay
_________________ {◕ ◡ ◕}
|
|
| Top |
|
 |
|
Nascend
|
Posted: 28 Apr, 2012
|
|
Joined: 22 Feb, 2012 Posts: 17
|
Couldnt help but to notice all the spec weps units are done (except the 0% one). Would it be possible to release it? Cant wait to use the new novax 
|
|
| Top |
|
 |
|
OrangeKnight
|
Posted: 28 Apr, 2012
|
|
| Forum Scout |
 |
 |
Joined: 02 Mar, 2007 Posts: 8995 Location: Ninja Editing Your Post from a Canadian IPhone
|
Nascend wrote: Couldnt help but to notice all the spec weps units are done (except the 0% one). Would it be possible to release it? Cant wait to use the new novax :) That's only my To-Do list, Hawk is still working on them code-wise. Mike
_________________ God of Models - Moderator BlackOps Team Twitter
|
|
| Top |
|
 |
|
Exavier Macbeth
|
Posted: 28 Apr, 2012
|
|
| Forum Scout |
 |
Joined: 16 Feb, 2007 Posts: 2838 Location: Phoenix, Arizona, USA
|
Lt_hawkeye wrote: take off 10% on the spec wep stuff(cept the strafe fighter) cus they aren't fully coded yet ;p
edit: but with my exams finished i should be able to get the ball rolling on some of our projects soon. 
|
|
| Top |
|
 |
|
OrangeKnight
|
Posted: 28 Apr, 2012
|
|
| Forum Scout |
 |
 |
Joined: 02 Mar, 2007 Posts: 8995 Location: Ninja Editing Your Post from a Canadian IPhone
|
|
I decided to make it based on my portion of the work, not only is it the majority of the work in most cases but also because I want it to be that way. ;p
Mike
_________________ God of Models - Moderator BlackOps Team Twitter
|
|
| Top |
|
 |
|
Lt_hawkeye
|
Posted: 29 Apr, 2012
|
|
Joined: 26 Mar, 2007 Posts: 5075 Location: California, United States
|
|
V6 of Unleashed is now on FAF
_________________ {◕ ◡ ◕}
|
|
| Top |
|
 |
|
kiralon
|
Posted: 29 Apr, 2012
|
|
Joined: 23 Mar, 2012 Posts: 5
|
Lt_hawkeye wrote: V6 of Unleashed is now on FAF awesome, now the wait for the acu's.
|
|
| Top |
|
 |
|
Achronus
|
Posted: 30 Apr, 2012
|
|
Joined: 27 Aug, 2009 Posts: 245
|
|
The Garg re-vamp...
Not saying either way on if it needs it; but, what prompted it? It was my understanding it was as intended across the board.
_________________ -= MONKEYLORD: Sometimes a Death-Ray really is the best form of negotiation =-
|
|
| Top |
|
 |
|
Lt_hawkeye
|
Posted: 01 May, 2012
|
|
Joined: 26 Mar, 2007 Posts: 5075 Location: California, United States
|
|
more like just a new model is being planned, Mike and his want-to-redo-models-every-six-months habit
_________________ {◕ ◡ ◕}
|
|
| Top |
|
 |
|
OrangeKnight
|
Posted: 01 May, 2012
|
|
| Forum Scout |
 |
 |
Joined: 02 Mar, 2007 Posts: 8995 Location: Ninja Editing Your Post from a Canadian IPhone
|
Lt_hawkeye wrote: more like just a new model is being planned, Mike and his want-to-redo-models-every-six-months habit You say that like it's a bad thing! Also for the Garg, basically it's a model revamp, but other thigs may get tweaked along the way, 20 T3 units is a LOT to carry......mostly thinking in terms of a more Cybran design and better weapon integration. Mike
_________________ God of Models - Moderator BlackOps Team Twitter
|
|
| Top |
|
 |
|
Stin
|
Posted: 01 May, 2012
|
|
Joined: 30 Oct, 2008 Posts: 2626
|
I think I mentioned this before, but I cannot remember. The Cybran T3 Cloak bot. I loaded it into a T3 transport, and I think I can get 18 of them in there. Which seems a lot given the gargantuan can take 20. I might have been able to get even more in a continental. I havent tried on FAF but I'm pretty sure we're playing the latest version of BO EDIT: Found it: viewtopic.php?f=7&t=31172&p=902008#p902008
_________________ Regarding Supcom 2:
Ghaleon wrote: and wtf, now i have to upgrade everything BUT mexes? great ...
|
|
| Top |
|
 |
|
Exavier Macbeth
|
Posted: 01 May, 2012
|
|
| Forum Scout |
 |
Joined: 16 Feb, 2007 Posts: 2838 Location: Phoenix, Arizona, USA
|
Hmm I wonder if I never switched the transport tags so the bot gets properly treated as T3 when a transport picks it up. Hawk will have to check if he gets a chance as I am at work but it might be using T2 transport settings (since the core code I started with on it was based on a T2 cybran unit lol) 
|
|
| Top |
|
 |
|
Stin
|
Posted: 01 May, 2012
|
|
Joined: 30 Oct, 2008 Posts: 2626
|
|
Before you spend any real time on it, make sure that I'm right and that its a real issue, and not something already resolved.
_________________ Regarding Supcom 2:
Ghaleon wrote: and wtf, now i have to upgrade everything BUT mexes? great ...
|
|
| Top |
|
 |
|
Thaflya
|
Posted: 05 May, 2012
|
|
Joined: 15 Mar, 2007 Posts: 14
|
|
Hi, i enjoy the mod since several days and want to give you a short feedback. I think there are some balance problem of some units. What attracts my attention the most was: -the T4 Seraphim experimental Lambda/Point Defense feels totally underpowered. I tested it with a friend and this thing had big problems to stop even few T2/T3 tanks. Maybe improve the shooting frequenz. -T4 Quantum Gate is compared to what it costs a bit useless. For this price you are able to build much more punch.
There are some more thinks but its a bit late for me, i will post some more thinks the next days. Sorry for my bad english.
|
|
| Top |
|
 |
|
Achronus
|
Posted: 05 May, 2012
|
|
Joined: 27 Aug, 2009 Posts: 245
|
The Seraphim T4 PD's claim to fame (infamy) is one powerful word: LAMBDA It makes all the towers near it far more survivable. Sure it has trouble on it's own, it's supposed to, but when you stack that puppy with some T3 shields behind it and some T2-3 PD and a pile of mobile units you get a VERY tenacious defense that even Scathis fire is ineffective at dislodging. (Though I do wish it were faster firing w/ weaker shots; as most of it's DPS just plasters the dirt.  )
_________________ -= MONKEYLORD: Sometimes a Death-Ray really is the best form of negotiation =-
|
|
| Top |
|
 |
|
Nightmurderer03
|
Posted: 11 May, 2012
|
|
Joined: 11 May, 2012 Posts: 11
|
Been a lurker for a very long time, i just wanted to say that i love Black Ops and that i appreciate all the time and effort you guys put in the mod, it has improved our fa experience immensely. And on a related note i LOVE the basilisk, really that unit is a piece of art its pure poetry Cant wait for the spec weap updates please keep up the good work
|
|
| Top |
|
 |
 |
 |
|