need betatester

6 years 6 months ago #43 by NL
Replied by NL on topic need betatester
Played 1.4 and some issues:

-agent salter seems to have different "skins" and names -->




I still wish some soldiers would carry (small) med packs.

After I freed the prisoners and Trebissky all of a sudden the mission ended...


Trust is hard to gain but easy to lose.
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6 years 6 months ago #44 by Polanski
Replied by Polanski on topic need betatester
Hello! thank you for your comments.

The problem of textures and the name seems very rare. It has never happened to me and not to others. But look what it may be, touch some of the texture in that version.

The problem of the unexpected end of the mission could be due to playing on a dedicated server? in a previous message warn me about the end of the scripts and I think that's it.

I'm working on version 1.5 but I do not have much time now.

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6 years 6 months ago #45 by snowman
Replied by snowman on topic need betatester
Please make another post when you release 1.5 so I'll know when to
update on our test server :)

"Straight and narrow is the path."
The following user(s) said Thank You: NL

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6 years 3 months ago - 6 years 3 months ago #46 by Polanski
Replied by Polanski on topic need betatester
Hello friends, I'm working on the map again! I have designed a new route for the reinforcement truck, but I can not get the truck driver down, nor the passengers. I do not understand why there are always problems with the routes of the vehicles. It is exasperating that it does not work as it should. Could someone help me with this?


thank you very much!
OnSignal(19)	// received from Trevisky
{
HUMAN_Suspend(0);
HUMAN_SetOptimized(1);
HUMAN_BoardVehicle("CAMIO2",1,0);
HUMAN_DRIVE("vehicle1_07",40);
HUMAN_DRIVE("Checkpoint3219",40);
HUMAN_DRIVE("Checkpoint3217",50); 
HUMAN_DRIVE("Checkpoint3251",40); 
HUMAN_DRIVE("PUNT_FRENA1",20);
HUMAN_DRIVE("PUNT_Checkpoint3272",30);
HUMAN_DRIVE("PUNT_PREBIFA",30);
HUMAN_DRIVE("PUNT_BIFA",0);
HUMAN_BoardVehicle("CAMIO2",0,0); <--------
HUMAN_WeaponUp(1);
HUMAN_SETMODE_Run();
HUMAN_Move("PUNT_VENEN1");
SUBTITLES_SetOn(1);
SUBTITLES_SetText(22994411);	//"ENEMY REINFORCEMENTS HAVE ARRIVED
Delay (5000);
SUBTITLES_SetOn(0);
SetAlarmType(1023, True);
GoTo end;
}

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6 years 3 months ago #47 by Polanski
Replied by Polanski on topic need betatester

Sqdn. Ldr. Ted Striker wrote:
To make the map playable on dedi servers, the line
EndScript();
must be removed and replaced by
goto END;
in all scripts of allied bots and enemies you talk to, or the game might crash when next map loads. There are some old threads about that here.


I have set this and paralyzed all my soldiers. they do not react to an alarm, they crouch but do not shoot. with "EndScript(); " It works well...

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6 years 2 months ago #48 by Polanski
Replied by Polanski on topic need betatester
FINAL VERSION (1.5) HERE

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