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TNM 1.0.5 test help 
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UNATCO
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Joined: Fri Jun 05, 2009 10:55 pm
Posts: 138
Location: Ghand's office, learning how to kill tech monkeys
Post Re: TNM 1.0.5 test help
1.0.4+ bugs for fixing if 1.0.5 ever sees release:
FanFic doors need to be set strong enough so when closed, they won't break if an NPC tries to walk through them.
FanFic doors should not respawn if an NPC or PC has broken them, triggering the alarm.

reason:
Playing TNM 1.0.4+, the FanFic store doors were broken by a Board Guest walking through them, triggering the store alarm.

event sequence:
I had successfully rescued the unconscious Llama from the Goats, and was carrying the Llama, passing the lion statue outside the store, when I heard the wood breaking sound in my vicinity.
I did NOT hear the store alarm at this time.
I didn't figure out what had been broken until well after I returned from getting the reward from Abom.
All NPCs in the vicinity of the store were in panic mode, the alarm was making a racket, and the store doors were open. I had not visited the store yet.
Checking the store thoroughly to try to see what had been broken, only the window in front of the female civilian was missing.

Reloading from before I rescued the Llama, I again successfully carried out the rescue, and as I was passing the doors to the FanFic store, I saw how the bug had happened. A Board Guest tried to enter the store.
It's tied to the usual problem of an NPC going through closed doors. NPC approaches closed door, quickly backs up to give space for door open, and is supposed to then go through the opened doors.
Near as I can figure, the Board Guest, that time did NOT get clear of the doors, and the doors instead of trapping the Board Guest in them swinging, the doors broke.

Now here's what was really weird with the bug.
I did NOT hear the alarm sound when the doors broke.
When I returned to the store after the doors had broke and I'd got the reward from Abom, the alarm was still sounding, the NPCs were in panic mode, BOTH doors were open and intact, and only the window in front of the female Civilian was missing.

edit: error correction


Tue Aug 09, 2016 2:20 am
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UNATCO
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Joined: Fri Jun 05, 2009 10:55 pm
Posts: 138
Location: Ghand's office, learning how to kill tech monkeys
Post Re: TNM 1.0.5 test help
Playing TNM today, and I thought of some ideas for 2 new weapons, an idea on how to make an existing weapon into something worth keeping, and some ammo type extensions.

New weapon 1:
Human Scrambler Grenade
A scramble grenade to affect the generic armed human NPCs (WC, DXA, Firewalls, Lamas, Goats).
What it would do to them is set their IFF to friend to player, and hostile to everything else. Same as what the regular scramble grenade does to bots.
Named human NPCs, no effect.


New weapon 2:
A DXO creation. The Hack Prod.
Use the Riot Prod mesh and redo the texture to give it red highlights and red zap.
What it does is when applied to gassed EMP'd auged targets, is it disables them from the current map, as if they'd been hacked and forced offline. And it WILL work on Phasmatis and Kashue.
When the map is reloaded, the NPC is respawned, as though they'd had to re-login.
For obvious reasons, it has NO EFFECT on DD in GS.


Existing weapon - The Admin Staff
1. Make it so that if a player equips it anywhere except GS, the player is put in God Mode. When the player returns it to their inventory, or drops it, God Mode is turned off for the player.
2. Give it a secondary fire mode. Ban Mode.
In Ban Mode, instead of being a flame thrower, it bans almost any targeted NPC in FC, using the DD ban anim from the intro.
Mods, Despot, Scara and Ryan, are the only FC NPCs it will NOT ban.
Up on the GS satellite, it cannot ban any target.


Ammo - 20mm grenades
Currently, all that is available is 20mm HE.
What I'd like to see added is: 20mm WP, 20mm Napalm, 20mm EMP, 20mm Halon, 20mm Pepper-spray, 20mm Human Scrambler.
20mm WP
- Same effect and damage as the WP Rockets.
20mm Napalm
- Hits a target and you get the same large centre blob with splatter effect, as a large shot from the GES BioRifle from Unreal, but using napalm.
20mm EMP
- Same as the grenade, larger blast radius.
20mm Halon
- Shoot it at a target to generate the same effect as 'spawnmass tnmHalonGas 25' on the target, for putting out a fire when you don't have a fire extinguisher on hand, or for gassing a target.
20mm Pepper-spray
- Shoot it at a target to generate the same effect as 'spawnmass TearGas 50' on the target, for gassing an area.
20mm Human Scrambler
- Same as the grenade, larger blast radius.


Hope you enjoy these ideas.
:twisted:

edit: fix typo

Jenifur Charne


Wed Mar 01, 2017 6:22 am
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