[2.25] Command vehicle engine

Discussion in 'Archive' started by -=SIP=-, Mar 13, 2010.

  1. -=SIP=-

    -=SIP=- Member

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    Brutos:

    For the first step I tried to make the CV engine like in 2.24. But I detected that some values have no effect.

    Here some important values, that I have tested and were not working.
    Max Speed (nf_command.txt, vehicle_engines.txt)
    Horsepower (nf_command.txt, vehicle_engines.txt)
    Heat Dissipation (vehicle_engines.txt)

    Then I would be very helpful if the starting overheat would be scriptable. Also nice would be a display for the current gear and rpm (maybe next to speedometer when in debug mode).
     
  2. PatPeter

    PatPeter I have no idea what I am talking about

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    Great find, would love having these values scriptable for certain maps.
     
  3. Trickster

    Trickster Retired Developer

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    Server Var plox, not script.
     
  4. -=SIP=-

    -=SIP=- Member

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    [12:28] <+Trickster> sv_cheats 1
    [12:28] <+Trickster> host_timescale 100
    [12:28] <+Trickster> host_timescale 1
     
  5. Trickster

    Trickster Retired Developer

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    That's no use for a pub server, I gave you that for YOUR testing because you wanted it in the scripts. For server's to define how long the CV overheat period is, that's far better.
     
  6. -=SIP=-

    -=SIP=- Member

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    I just wrote them down, that everyone who is testing the CV can have this.
     
  7. angry hillbilly

    angry hillbilly Member

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    Currently neather CV can even get up a hill. They need to be faster but also have lots of horse power and toque (yes I know I can't spell it) ;)
     
  8. blizzerd

    blizzerd Member

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    faster cv's wont be any good on hills, for example the BE one if you give it more horsepower it pushes itself to the side on a hill, making it uncontrollable in stead of just not being able to climb the hill

    if you increase speed the effect becomes even bigger, if you just increase speed small hills can be taken but bigger hills agai make the cv turn away from the top uncontrollably

    id say keep speed at 40 or lower even, then increase horsepower
     
  9. MOOtant

    MOOtant Member

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    Changed engine values in latest SVN.
    I reopened the thread for continued feedback on changes ~K
     
    Last edited by a moderator: Apr 10, 2010
  10. flasche

    flasche Member Staff Member Moderator

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    so comms are still stuck for 1min AND apc spawns are enabled from start? i can see 2.25a being released quickly ... (and i hope it fixes the start heat and not the spawns :rolleyes:)
     
  11. MOOtant

    MOOtant Member

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    You should have reported that in the bug tracker and not comm vehicle engine topic.
     
  12. Trickster

    Trickster Retired Developer

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    Yes, I had every intention of ruining 9/10 games with this. Why did you have to go ruin that.
     
  13. flasche

    flasche Member Staff Member Moderator

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    ah cmon i already said that when it was predictable that APC spawns will have their comeback ...
    i thought its would be obvious enough, seems like i was wong tho :D

    also
    done -> http://www.empiresmod.com/bug_tracker/view.php?id=1720
     
    Last edited: Apr 11, 2010

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