NF command vehicle bug

Discussion in 'Support' started by Vulkanis, Sep 5, 2009.

  1. flasche

    flasche Member Staff Member Moderator

    Messages:
    13,299
    Likes Received:
    168
    Trophy Points:
    0
    makeing the collision box pentagonal should make it come back to its wheels in theory ... but thats not what he complained about - it wouldnt solve the problem that you can get the NF CV stuck on so many things ...
     
  2. o_O

    o_O Member

    Messages:
    801
    Likes Received:
    0
    Trophy Points:
    0
    Just add more wheels under it? And make them invisible if you don't like the bulldozer look.
     
  3. Maxaxle

    Maxaxle Member

    Messages:
    624
    Likes Received:
    0
    Trophy Points:
    0
    No bulldozers, please.
     
  4. communism

    communism poof

    Messages:
    4,094
    Likes Received:
    2
    Trophy Points:
    0
    WTF? YES?!
    [​IMG]
     
  5. Deiform

    Deiform Member

    Messages:
    2,491
    Likes Received:
    10
    Trophy Points:
    0
    I don't think Kane knows escort 9-mining. Flipping wasn't the problem with 9 mining, that was the best bit :P

    The problem was setting traps for people with defusal, but hell, that was awesome.
     
  6. flasche

    flasche Member Staff Member Moderator

    Messages:
    13,299
    Likes Received:
    168
    Trophy Points:
    0
    there isnt a NF CV on escort anyway ... most of the time at least ;)
     
  7. Caelo

    Caelo Member

    Messages:
    2,371
    Likes Received:
    5
    Trophy Points:
    0
    Even without adding 9mining back the weight/horsepower ratio of all vehicles should be changed to reflect some more realistic values..
    Problem with this is that all slopes in all maps should be redone because tanks might crawl up on top of hills where they shouldnt be able to go
     
  8. Empty

    Empty Member

    Messages:
    14,912
    Likes Received:
    11
    Trophy Points:
    0
    Caelo, you do know treads are used because of their ridiculously good traction.
     
  9. blizzerd

    blizzerd Member

    Messages:
    10,552
    Likes Received:
    60
    Trophy Points:
    0
    and because they work better with heavier vehicles then normal tires
     
  10. Empty

    Empty Member

    Messages:
    14,912
    Likes Received:
    11
    Trophy Points:
    0
    That too.
     
  11. Caelo

    Caelo Member

    Messages:
    2,371
    Likes Received:
    5
    Trophy Points:
    0
    Yes, I know, But in a game like empires its not doable.. Also if you might recall that little experiment krenzo did with the weight system, that basically enabled you to get an LT and get up on top of the hills in slaughtered by sheer momentum force?

    If you keep balancing stuff by adding more to weight and more to horsepower you end up with a juggernauth that can punch holes in mountains by just sheer momentum.

    Also tanks slide away on slightly angled surfaces at the moment something that shouldnt happen because of the traction you mentioned.

    I'm not sure what the realistic values would do though but I do know that something feels wrong now with the handling of the tanks so it might be worth exploring in a branched empires? :)
     
  12. Empty

    Empty Member

    Messages:
    14,912
    Likes Received:
    11
    Trophy Points:
    0
    The only real solution is to rework vehicle behaviour from scratch.

    Otherwise we just gotta be happy with what we got.
     
  13. o_O

    o_O Member

    Messages:
    801
    Likes Received:
    0
    Trophy Points:
    0
    Vehicle physics shouldn't be balanced around prevent tanks from getting to exploity places, thats what mapping is for. If a mapper doesn't want tanks getting on some hill, then either it shouldn't be shaped like a half pipe or there should be something at the top blocking it (I know invisible walls suck but this is what they are for...)

    Between mines, 3 phase, engi walls, parashoots and climbable buildings, people can get on top of most any reasonable map feature anyway.
     
  14. Caelo

    Caelo Member

    Messages:
    2,371
    Likes Received:
    5
    Trophy Points:
    0
    True, BUT the hills we're shaped for an earlier version of settings. And when all maps have been created for those settings, then vehicle physics should be balanced around preventing tanks to get there. Because if you don't do that, you will end up with even more work to do than it would take you to take into account the prevention of.... blahblahblah

    you get the point :)
     
  15. Vulkanis

    Vulkanis Banned

    Messages:
    2,490
    Likes Received:
    0
    Trophy Points:
    0
  16. -=SIP=-

    -=SIP=- Member

    Messages:
    2,133
    Likes Received:
    0
    Trophy Points:
    0
    Nice picture and sad that this problem is still not solved.

    Is there no modeler who can change the NF CV physbox so that it can drive over turrets? I tried it by myself but because I have no modeling experiences I failed at compiling the model.

    http://forums.empiresmod.com/showthread.php?t=11818&page=4

    [​IMG]
     
  17. PreDominance

    PreDominance Member

    Messages:
    4,182
    Likes Received:
    0
    Trophy Points:
    0
    I'll...take a look at it tomorrow. I've never messed with physboxes though.
     
  18. -=SIP=-

    -=SIP=- Member

    Messages:
    2,133
    Likes Received:
    0
    Trophy Points:
    0
    Nice. I tried to raise the physbox of the NF CV and also to add simple boxes for the wheels.
    Result should be that the NF CV can drive directly forward over turrets but also block bullets from turrets at the sides.
     
  19. Trickster

    Trickster Retired Developer

    Messages:
    16,576
    Likes Received:
    46
    Trophy Points:
    0
    I always liked being able to trap NF CV with turrets, because it's so easy to run people over with, but being able to use the CV wheels for cover seems like a nice tradeoff.

    But are you sure it isn't like it is (with the wheels) for a reason? Maybe it'll get stuck on tonnes of stuff if you change it.
     
  20. -=SIP=-

    -=SIP=- Member

    Messages:
    2,133
    Likes Received:
    0
    Trophy Points:
    0
    I never could test it. But if someone changes the physbox the testing should be the easiest thing.

    And the boxes for the wheels are not that important. It would just be nice (and logical) if the visual model of the CV fits to its physical behavior.


    And at least I was also thinking about passenger transport for the NF CV. When you are on top of the CV and you are in a small hole or a part of the physbox is behind you, you should be pushed with the CV. Testing would be fun but the don't know if it fits to gameplay ;)
     

Share This Page