TorlanVehicleTester

Discuss and provide feedback on Maps.
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Anonymous.
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Re: TorlanVehcielTester

Post by Anonymous. »

https://www.mediafire.com/file/29rnb58e ... 2.uz2/file
  • Moved the center node a bit closer to the edge of the hill to make it more visible from red's side, however it's still a bit obscured compared to blue's side. It could be moved closer to red, but then the beacon would be quite off in relation to the tower above it.
  • Replaced the Scorpion with a Link Badger with a 20s timer
  • Lowered the height of the vehicle pads at the outer nodes to make them less likely to clip the Link Tanks
By the way, I noticed side-by-side the Heavy Link Tank sits more sunken into the ground versus the regular Link Tank (I see it's upscaled). Is this why it struggles so much against tiny obstacles?
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pooty
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Re: TorlanVehcielTester

Post by pooty »

By the way, I noticed side-by-side the Heavy Link Tank sits more sunken into the ground versus the regular Link Tank (I see it's upscaled). Is this why it struggles so much against tiny obstacles?
Ah. I don't know if I adjusted the KCOM offset and/or the collision. The collision is more problematic...if KCOM doesn't fix it, I'll just scale it back to 1.
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captainsnarf
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Re: TorlanVehcielTester

Post by captainsnarf »

They are 'hover' tanks. You can change these values to adjust how far they hover off the ground.

Code: Select all

HoverSoftness=0.05
HoverPenScale=1.5
HoverCheckDist=65
You probably just need to increase HoverCheckDist.

You can also change where the repulsors are attached to the vehicle.

Code: Select all

// Left Treads
ThrusterOffsets(0)=(X=190,Y=145,Z=10)
ThrusterOffsets(1)=(X=65,Y=145,Z=10)
ThrusterOffsets(2)=(X=-20,Y=145,Z=10)
ThrusterOffsets(3)=(X=-200,Y=145,Z=10)

// Right Treads
ThrusterOffsets(4)=(X=190,Y=-145,Z=10)
ThrusterOffsets(5)=(X=65,Y=-145,Z=10)
ThrusterOffsets(6)=(X=-20,Y=-145,Z=10)
ThrusterOffsets(7)=(X=-200,Y=-145,Z=10)
Since you made it bigger, Z might need to be smaller like -10 instead of 10. When working on the mechs I attached a 'MutantGlow' emitter at those locations while debugging so I could see where they were.
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pooty
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Re: TorlanVehcielTester

Post by pooty »

Thank you!
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pooty
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Re: TorlanVehicleTester

Post by pooty »

Hmm so looking at the middle node, its better in that now both teams can see/shoot it from the hill just before each team's primary.

But it got me wondering would it be better to make it so you can't shoot it from there for both teams. So you'd have to advance down the ravine somewhat to hit it vs. just sitting way back in a huge link train...

Thoughts?
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Anonymous.
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Re: TorlanVehicleTester

Post by Anonymous. »

I think that would make it too hard to recover once your team loses the primary.
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YEAAAHHHHHHHHHH
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Re: TorlanVehicleTester

Post by YEAAAHHHHHHHHHH »

Yeah you gotta be able to make that shot from near your primary.
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pooty
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Re: TorlanVehicleTester

Post by pooty »

Okay, I'll get it loaded up this evening.
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pooty
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Re: TorlanVehicleTester

Post by pooty »

Loaded on the server.
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YEAAAHHHHHHHHHH
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Re: TorlanVehicleTester

Post by YEAAAHHHHHHHHHH »

Small, but the nodes are labeled wrong from the demo version. 3 and 1 should be swapped. 3 is center node. People were calling out "go to 3" and it was messing with my head.
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