ExEric3 Posted July 30, 2024 Posted July 30, 2024 3 hours ago, MarcPoulet said: ExEric is actually working on this :P U mean this? c4nodefuse.mp4 2 1
Itai795 Posted July 30, 2024 Posted July 30, 2024 wow Eric that's great the mines are no longer registered to a player?
ExEric3 Posted July 30, 2024 Posted July 30, 2024 13 minutes ago, Itai795 said: wow Eric that's great the mines are no longer registered to a player? Im using player join/leave event and create event. Then combine it with other functions like deleting owners and restoring owners. 1
Forithow Posted July 30, 2024 Posted July 30, 2024 Hi @Vultima I'm currently updating the HD maps (done Field and Glacier atm), this is how the proxies will act when mined on the doors, the proxy fix here is for HD maps ONLY btw. Do note that c4s clipping through buildings is not a HD map issue, it's a global renegade issue with how c4s were programmed, but I've been told to just fix them for HD maps so here you go! Normally when you mine at any door, like this AGT door here, it'd clip through and be invisible from certain spots. As you can see in this video, they're visible and disarmable, so no more clipping through the ceiling, it'll still be a good tactic for defending team to mine those doors, but at least the attacking team can clearly see it and disarm them. This fix will be applicable to any spot on all HD maps, so tunnels/doors/any ceiling. 2024-07-30_16-16-11.mp4 Here's a difference with the same spot in the bar tunnel on glacier_flying_hd. Video without the proxy fix (aka how it normally is on all maps) 2024-07-30_16-11-11.mp4 and here's the video with the proxy fix (ONLY on hd maps) 2024-07-30_16-08-20.mp4 2
iK4l3l Posted August 14, 2024 Posted August 14, 2024 I die when i walk in a door crouching.. has the change been reverted?
ExEric3 Posted August 14, 2024 Posted August 14, 2024 30 minutes ago, iK4l3l said: I die when i walk in a door crouching.. has the change been reverted? Yep its removed/disabled.
iK4l3l Posted August 14, 2024 Posted August 14, 2024 2 minutes ago, ExEric3 said: Yep its removed/disabled. I see.. Is it the final decision or still discussing on it?
ExEric3 Posted August 14, 2024 Posted August 14, 2024 1 hour ago, iK4l3l said: I see.. Is it the final decision or still discussing on it? It is final decision from shaitan.
Iran Posted December 30, 2024 Posted December 30, 2024 The mines not disarming after playing leaving is something I did about 12 years ago. It's here: https://www.renegadeforums.com/index.php?t=msg&th=39407&start=0&rid=25967 I also fixed the mining above doors exploit back then by just adding adding a c4 trigger hook (which I think is part of Dragonade) and adding a Z-height check, like 10 years ago [code] bool Main_Hooks::C4_Detonate_Request_Event(C4GameObj *C4, SmartGameObj *Triggerer) { // Proxy c4 only if (Get_C4_Mode(C4) == 3) { float TriggerZ = Commands->Get_Position(Triggerer).Z; float C4Z = Commands->Get_Position(C4).Z; // Fix Proxy c4 damage when mining above doors glitch if (abs(C4Z - TriggerZ) > 2.f) { return false; } //DA::Host_Message("C4 Z: %f, trigger Z: %f", Commands->Get_Position(C4).Z, Commands->Get_Position(Triggerer).Z); } return true; }[/code] You'll want to remove the abs(), cause it will prevent triggering when the player is above the proxy too. Haven't tested it without abs() but ought to work, test it with abs() first,
Iran Posted December 30, 2024 Posted December 30, 2024 (edited) In addition to that you could also add some code to Page the player that mines placed above doors will no longer detonate. You can do this by adding a object create hook for proxy c4, adding a script with timer that checks until the proxy c4 no longer moves (position stops changing), waits 0.1 secs, then checks if its attached to a friendly building and about 2.0 units Z-height above the player who is the owner of the c4. Then you page the player and delete the script on the proxy c4. Edited December 30, 2024 by Iran
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