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Nod Obelisk - Bad Aiming [message #249935] Thu, 15 March 2007 06:10 Go to next message
DL60 is currently offline  DL60
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I have a problem with the nod obelisk in my map:

http://www.trauti.de/inetfiles/rushin.jpg
http://www.trauti.de/inetfiles/escape.jpg

When I drive a gdi apc into the nod base from THIS side and close the rock walls, the obelisk shoots somewhere else but not my apc. It's only the first shot! The seconds hits me then. After I repair my apc and drive out of the base, the obelisk has the same problem: first shot somewhere, second hits.

I don't have this problem when I rush through the other base entrance with the apc or when the apc has a greater distance to the rock wall.

Things I tried:
-completly remade the .lvl file
-changed position of the blue little obelisk house
-removed and added the blue house
-removed some trees which stand in the line of fire

But nothing helped.

Can someone help me or has somebody experience with that problem?
Re: Nod Obelisk - Bad Aiming [message #249937 is a reply to message #249935] Thu, 15 March 2007 06:19 Go to previous messageGo to next message
StealthEye is currently offline  StealthEye
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Are you using the BI turret lag fix? It used to have this problem (on all maps). An improved (fixed) version should be in some scripts.dll release. I'm not sure in which release though.

BlackIntel admin/founder/coder
Please visit http://www.blackintel.org/
Re: Nod Obelisk - Bad Aiming [message #249942 is a reply to message #249935] Thu, 15 March 2007 06:52 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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It will be in scripts.dll 3.2.


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
Re: Nod Obelisk - Bad Aiming [message #249951 is a reply to message #249935] Thu, 15 March 2007 09:18 Go to previous messageGo to next message
DL60 is currently offline  DL60
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No I'm not using it. Never heard off but I'm glad if it helps.

So I think I have to wait a little bit for that fix in scripts 3.2.

"BI turret lag" is that the name of the script / fix? So I can look for it.
Re: Nod Obelisk - Bad Aiming [message #249954 is a reply to message #249951] Thu, 15 March 2007 09:26 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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The obelisk has been missing badly since scripts 3.0, so it is nothing you did.

Re: Nod Obelisk - Bad Aiming [message #249962 is a reply to message #249935] Thu, 15 March 2007 10:21 Go to previous messageGo to next message
StealthEye is currently offline  StealthEye
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Scripts.dll 3.0 then probably implemented the BI turret lag fix already.
Scripts.dll 3.2 will have an improved version, which no longer breaks the obelisk targeting.

DeathLink6.0, the fix is named "Turret lag fix", made by BlackIntel. Currently we do not have it on the site any more though as it was implemented in scripts.dll 3.0. The bug you are describing is not solved by the turret lag fix, but it is caused by it. Wink This bug, together with another change, will be implemented in scripts.dll 3.2.

You'd best ignore the bug, if hosted on a dedicated server it will not exist anyway (well, it will only visually miss you, but still do damage.) Wink


BlackIntel admin/founder/coder
Please visit http://www.blackintel.org/
Re: Nod Obelisk - Bad Aiming [message #249976 is a reply to message #249962] Thu, 15 March 2007 14:18 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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There are also problems with the "RA_Simple_Base_Defense" script shooting when its not even aiming at you.

Re: Nod Obelisk - Bad Aiming [message #249979 is a reply to message #249935] Thu, 15 March 2007 14:24 Go to previous messageGo to next message
DL60 is currently offline  DL60
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So the "bug" will only appear in LAN-Mode. That's okay.

Now I have some last questions:
In the flying version of this I use the JDW_Base_Defense_VTOL-onlay-Script for my SAM-Sites and the "bug" appears also there with transportheils and so on.

Is it really necessary to pack the current version of scripts to .mix archive for working sam sites? (I think most players have scripts or?)

The interesting thing for me is the following:
If I pack some scripts into an archive will this have a bad effect later when a player uses a newer version of the scripts in his DATA-dir?

Will the "bug" appear on dedicated servers when the .mix archive contains the scripts?
Re: Nod Obelisk - Bad Aiming [message #249980 is a reply to message #249979] Thu, 15 March 2007 14:25 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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The bug appears in single player to.

Re: Nod Obelisk - Bad Aiming [message #250045 is a reply to message #249935] Fri, 16 March 2007 07:01 Go to previous messageGo to next message
DL60 is currently offline  DL60
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Okay I think in singleplayer is it not so important like in multiplayer.

Re: Nod Obelisk - Bad Aiming [message #250050 is a reply to message #250045] Fri, 16 March 2007 07:14 Go to previous message
Jerad2142 is currently offline  Jerad2142
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Maybe not in YOUR single player.

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