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 Post subject: Re: Cheap tricks
PostPosted: December 16th, 2011, 5:44 pm 
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Joined: January 29th, 2005, 11:30 am
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Some work was done for off map units, Got no idea where it got to, bzu/mantis death probably did for that info, I think units should not fire from off map, but AI can still navigate there as this is an essential function in many mods/missions etc.
Please test.... :-D (joking)


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 Post subject: Re: Cheap tricks
PostPosted: December 16th, 2011, 8:36 pm 
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Joined: October 24th, 2005, 8:26 pm
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I don't think you can put units off map in 1.3. My blue square go-to thing disappears when it crosses the edge of the map.

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 Post subject: Re: Cheap tricks
PostPosted: December 16th, 2011, 9:52 pm 
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I think you can still send them via nav points. I don't know if they actually fire or not.

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 Post subject: Re: Cheap tricks
PostPosted: December 17th, 2011, 10:13 am 
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Don't ruin my fun Nielk.

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 Post subject: Re: Cheap tricks
PostPosted: December 17th, 2011, 2:58 pm 
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Sly wrote:
Don't ruin my fun Nielk.


I also kill jokes.


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 Post subject: Re: Cheap tricks
PostPosted: July 6th, 2012, 6:07 pm 
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Joined: April 3rd, 2009, 12:57 pm
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{bac}Zero Angel wrote:
Slyifer wrote:
I've noticed people are still using full scouts to target bomber hits even if scions have jammers up. I've also noticed people placing archers/apc's off of the maps. I think something needs to be done about this stuff in a future release...


Using scouts to target stuff is perfectly okay, I think. It gives them a purpose in lategame. Using archers/apcs off the map is lame though, it breaks the game too much and takes no skill.


AI Units have never been affected by edge_path. Mainly because of SP missions and the like. I'd rather have archers off-map than trying to fly to a location they can't reach indefinitely.

Better solution would be to stop making enormous cliffs at map edges. Have them flatten out like they did in ZEMod.


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 Post subject: Re: Cheap tricks
PostPosted: July 6th, 2012, 6:18 pm 
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Only problem with doing that is that you'll hit the edge_path yourself.

Which, by the way, is used in a method of pseudo-flying.

Not implying that that's a bad thing, though.

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 Post subject: Re: Cheap tricks
PostPosted: July 6th, 2012, 8:01 pm 
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Joined: October 19th, 2011, 3:11 pm
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AHadley wrote:
Only problem with doing that is that you'll hit the edge_path yourself.

Which, by the way, is used in a method of pseudo-flying.

Not implying that that's a bad thing, though.


hey, ahadely you remembered man!





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 Post subject: Re: Cheap tricks
PostPosted: July 6th, 2012, 8:19 pm 
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Contrary to popular opinion, I am aware of the mechanics of this game.

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 Post subject: Re: Cheap tricks
PostPosted: July 6th, 2012, 10:56 pm 
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Joined: March 17th, 2011, 12:43 pm
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Back to the topic: Is it possible to forbid offmap-navs? Nav out of edge_path =0 ?



Still cant see why painting scouts are removed now :-k

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 Post subject: Re: Cheap tricks
PostPosted: July 7th, 2012, 2:38 am 
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Painting scouts are replaced by 'smart scouts' on the Plus variant. I've never seen people use AI scouts for painting so I figured I would replace that functionality since smart scouts can actually assist you in combat and do better at it than some human players possibly can. (unfortunately its not possible to create smart scouts that can paint)

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 Post subject: Re: Cheap tricks
PostPosted: July 7th, 2012, 2:45 pm 
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{bac}Zero Angel wrote:
(unfortunately its not possible to create smart scouts that can paint)


Can with DLL but that wouldn't be useful except for a VSR variant as part of a mod.


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