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Messages - Fyone

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16
Projects & Creative / Re: Justified Classes v3dh
« on: June 06, 2016, 02:20:43 AM »
We plan to improve the charged Freeze Cracker entirely where shooting the ceiling will be more rewarding since right now it's pretty underwhelming.

I can see what you mean though, so we may lower the charge time slightly as well. Thanks for the suggestion!

17
Projects & Creative / Re: Justified Classes v3dh
« on: June 05, 2016, 11:58:26 PM »
Quote from: "RageBurner"
Quote from: "Endymion"
As a "sometimes" Gemini Man player I love when my opponent doesn't know which is the original. But I accept the fact it can be frustrating for other players.

I know what you mean, Endymion, I guess I wasn't clear enough ^.^'
What I'm trying to say is the clone should be more transparent only to the player using Gemini Man so that shooting becomes easier, not to the enemies, since mind games are a big part of his gameplay.

Sorry I actually missed your message on this RageBurner, but I don't think it is possible to make it only transparent to the one using Geminman (at least as far as I know). Thanks for the suggestion nonetheless!

18
Projects & Creative / Re: Justified Classes v3dh
« on: June 05, 2016, 06:21:39 PM »
Quote from: "Endymion"
It is me, or the bots seems like stronger in this version? XD

Actually after some tests (especial with the characters stated in the changelog) it looks like fine for me. Works, balanced, and the slower healt recharge makes it even more boss-like. Still the only thing I could mention is Duo. It is somewhat frustrating you must rapidly press the mouse button to shot. It would be more fun is one mouse button charge, the other shot rapidly and the item is the rolling.

As a "sometimes" Gemini Man player I love when my opponent doesn't know which is the original. But I accept the fact it can be frustrating for other players.
I don't think we touched any of the bots so they should be the same strength as before. Thanks for your suggestion for Duo I feel this would improve his gameplay a lot we will add it in next version.
Quote from: "Promestein"
Oh speaking of Duo, I had an important question.

When is his fist getting moved over to his left hand?
I don't think we have any intention to move any HUDs to the left hand; it IMO would make it harder to aim his shots since the norm for HUDs is always right handed.

19
Projects & Creative / Re: Justified Classes v3dh
« on: June 04, 2016, 02:59:20 PM »
Quote from: "RageBurner"
This may be a zandronum question rather than a mod question, but is it possible to force a respawn timer on bots? reason being they consistently steal kills and such, thanks to having no ammo limit.
I don't think it is possible to force a respawn timer on bots, sorry.

20
Projects & Creative / Re: Justified Classes v3dh
« on: June 03, 2016, 04:11:09 PM »
Thank you for your interest! Freezeman hasn't had any changes; you can find the full changelog on the first post.

And yeah JustifiedClasses-v3dh works as a standalone file so need to add it over a previous version.

21
Events / Re: CTF 3v3 Tournament: 90% Purple
« on: June 02, 2016, 07:16:55 PM »
In-game names: Fyone
General location: Canada
Time Zone: EST
Times available: 1 PM to 5 PM mostly
Ways to contact: Cutstuff PM or Skype (fyone.)
People you're teaming up with: EazyDI and !o! woohoo
Team Name: The Reformed

TEAM THEME


22
Projects & Creative / Re: Justified Classes v3dh
« on: June 02, 2016, 06:35:01 PM »
Glad to hear you like the changes! Also when you said JD classes I assume you mean YD classes? If you don't like the new health feature you can always turn it off by typing sv_disallowclassichp 1 in the console or on your server.

As for Bot Rush, I haven't really payed much attention recently from like a year ago so if there are any bugs that's probably why. I will most likely address Bot Rush, CTF, and Terminator for the next version however if you find any bugs don't hesitate to letting us know! I'll look into the 'tempinvinc' thing you mentioned and also the losing weakness thing for bots in local multiplayer and try to fix it for next version.

Thank you for your suggestions!

23
Projects & Creative / Re: Justified Classes v3d + Patch
« on: May 29, 2016, 04:42:06 PM »
Quote from: "ice"
Any thoughts on nerfing bombman's instakill bomb that's blast reaches half of every stage yet
We will most likely be nerfing the damage where it does a max of 100 instead 120. Thanks for the suggestion!
Quote from: "Zdagger67"
I tried to play with the bot cutman, but one shot, why HUD cutman missing.
Why

It's because Cutman (and all bots) use custom bot weapons for their bots so we didn't really pay attention to making sure their HUD was properly showing or anything.

24
Projects & Creative / Re: Justified Classes v3d
« on: May 27, 2016, 02:54:48 AM »
New patch to fix the bugs: http://www.best-ever.org/download?file=justifiedclasses-v3d-patch.pk3

Remember to add JustifiedClasses-v3d.pk3 first and then the patch.

25
Projects & Creative / Re: Justified Classes v3c + Hotfix
« on: May 25, 2016, 06:14:16 PM »
We apologize for the wait, many classes are being updated for next release! Hopeful release date is later this week!

26
Projects & Creative / Re: Justified Classes v3c + Hotfix
« on: April 05, 2016, 12:49:08 PM »
The next update will tentatively be by at least the end of this month or earlier, I can't make any promises though since I'm pretty busy at the moment with University and other things.

27
Projects & Creative / Re: Justified Classes v3c + Hotfix
« on: January 28, 2016, 04:03:25 PM »
In Bot Rush, bots are very weak when you first start off and get stronger as you survive longer in the mode; in campaign mode the bots are normal without any health modifiers or damage modifiers. As for seeing a bot's health from a glance; there is no flag for this but Stardust made an add-on that does this called DamageDisplay: http://www.cutstuff.net/forum/viewtopic.php?f=31&t=6160#p267378.

28
Projects & Creative / Re: Justified Classes v3c + Hotfix
« on: January 25, 2016, 05:20:04 PM »
Quote from: "cybersavior"
Custom classes built around the framework of Justified classes work perfectly fine to play as, even with their custom weapons.

but when I add them as a bot they will not fire, regardless of what starting weapon I have tried giving to them, whether its their own, or a stock justified classes weapon.

In SpecialBehaviour.acs there is a script that checks for a bot and clears their inventory and then gives them their bot designed weapon (that imitates their boss pattern from their original game). So I assume your bots do not have any weapon equipped as a result. You should be able to bypass this by overwriting script 520 or creating a new script that gives your custom bots weapons manually; you can use PlayerClass(PlayerNumber()) to find the bot after checking if PlayerIsBot. Your bots should have PlayerNumber()'s 97 and higher.

29
Projects & Creative / Re: Justified Classes v3c + Hotfix
« on: January 25, 2016, 03:11:22 AM »
When you say your custom bots do not attack do you mean that they do not attack as in don't fire or they don't have your custom class weapons equipped to begin with?

30
Projects & Creative / Re: Justified Classes v3c + Hotfix
« on: November 04, 2015, 02:30:20 AM »
The way we coded it was they use alternative code to jump randomly (ThrustThing for example) so they don't actually 'jump' if that makes any sense; so we wouldn't be able to fix bots not being able to jump or climb things.

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