Hellfighter
02/25/06 10:26am
I hope this will be rectified. The rusky guns devastate the German spawn horribly. The tally is usually 5 kills per successive shot and 5 or 6 times in a row on a hot spree! For the unsteady german players this crushes the morale understandably. Even for some of us on the Rusky side watching, we feel it's a bit too much.....overkill. A bit more protective terrain inserted at the German spawn shed will make players happy all around.
One minor bug- While attempting to save the day defusing G1, I tried to jump over at the stair corner wall but I got stuck right at the outside corner ..... fixed in place counting seconds until we lost match and getting blown up
Stickman
02/25/06 11:11am
QUOTE(Hellfighter @ 02/25/06 10:26am)

I hope this will be rectified.
Slyk has already said he will be making no more changes to the map.
Last night, it was the Russians getting mauled. As far as I could tell, it was at least in part because the Germans were shelling our bases with the paks, while no Russian (myself included) seemed to know how to return the favor. Any "bases shelling" screenies out there like Scrapyard made up for Barb 1?
Was this how Canuck managed his claimed 37 kills in a row?
HammaTime
02/25/06 11:31am
Canuck is cunning. He gets on the German pak at the German spawn and cleans up. That pak is completely useless for anything but mauling the Germans in their own spawn. I can't figure out why it was put there in the first place.
Cpt.Canuck
02/25/06 12:55pm
Yeah, I've mentioned this a few times already. Apparently the gun is useful during CNQ matches, as the Germans protect their last objective - however it is completely irrelevant in Base Assault (except for spawnkilling the Germans as they ALWAYS respawn in the same place after G1, G2, and G3 have been breached). It's odd that there is only one spawn location for the Germs. It's also odd that they removed the gun from the concrete bunker shooting toward G2 for BA, but left this particular gun in.
I use it once in a while to get my score above 40 and to get my arty a little more quickly.

Or if I'm just bored with how the match is progressing...
As I've mentioned before, it will only get worse as more and more people take advantage of it...
QUOTE(Cpt.Canuck @ 02/25/06 12:55pm)

Yeah, I've mentioned this a few times already. Apparently the gun is useful during CNQ matches, as the Germans protect their last objective - however it is completely irrelevant in Base Assault (except for spawnkilling the Germans as they ALWAYS respawn in the same place after G1, G2, and G3 have been breached). It's odd that there is only one spawn location for the Germs. It's also odd that they removed the gun from the concrete bunker shooting toward G2 for BA, but left this particular gun in.
I use it once in a while to get my score above 40 and to get my arty a little more quickly.

Or if I'm just bored with how the match is progressing...
As I've mentioned before, it will only get worse as more and more people take advantage of it...
Someone mentioned a server script to lower the wall by the Russian 45 overlooking the swamp. Perhaps the same script could raise the wall in front of this german gun when the gametype is BAS?
ive noticed when i have been spawn raped, no one does the right thing ,they get mad and try to type! evry one should be throwing smoke ! in that situation you need one person to make it and kill that stat needing p***y.
bashing him in the head is always a favorite!
ScrapyardBob
02/25/06 9:17pm
Well, I took a run at trying to do some code to fix the swamp 45mm... but the gun refuses to move. I'm going to have to poke around and bug some more experienced coders for a solution. The test messages are firing, but none of the solutions end up moving the 45mm.
The moveto() command is used by the base mover scripts in Base Assault. I also tried a few simpler ideas like updating the entity's "origin" value, but the coords never change.
...
// FIX for any russian pak 45s that need to be adjusted
//
// { // russian swamp 45mm - needs to be raised a few units
// "harc" "35"
// "origin" "-9878 -19064 406"
// "angles" "-2 180 0"
// "model" "xmodel/mp_artillery_pak45"
// "classname" "script_vehicle"
// "vehicletype" "pak45_mp"
// "toparc" "2"
// }
fixPak45s()
{
pak45s = getentarray ("script_vehicle", "classname");
for (i=0; i<pak45s.size; i++)
{
if (pak45s[i].vehicletype == "pak45_mp")
{
iprintln("found pak45 (entity[" + i + "]), origin: " + pak45s[i].origin);
if ((pak45s[i].origin[0] == -9878) && (pak45s[i].origin[1] == -19064) && (pak45s[i].origin[2] == 406))
{
iprintln("fixing russian swamp pak45, origin: " + pak45s[i].origin);
// pak45s[i].origin[2] = pak45s[i].origin[2] + 128;
// pak45s[i].origin = pak45s[i].origin + (0,0,128);
// pak45s[i].origin = pak45s[i].origin + (128,128,128);
// pak45s[i] moveto(pak45s[i].origin+(128,128,128), 0.1, 0.0, 0.1);
pak45s[i] moveto((-8878,-19064,606), 0.1, 0.0, 0.1);
iprintln("new origin: " + pak45s[i].origin);
break;
}
}
}
}
...
if all else fails I could hex the coords in the map.
downside is everyone would have to download the map again.
ScrapyardBob
02/26/06 12:49am
Yeah, I've been talking to Slyk...
QUOTE(Slyk @ 02/25/06 10:51pm)
(snip) Someone else did it with the lower village pak on Barb. (snip)
So we know it's probably doable without resorting to a hex-edit of the map. Now I just need to find the code.
(anyway... back to mapping...)
Hellfighter
02/26/06 3:22am
QUOTE(UNDEAD 1 @ 02/25/06 7:10pm)

.......... evry one should be throwing smoke ! in that situation
There's absolutely zero chance...zeeerooooooooo, you die instantly upon respawn along with 4 teammates- I mean instantly!!!!

and then if noone in the neighbourhood to take out the gunner, this process could be 4 or 5 times in succession.
QUOTE(Druid @ 02/25/06 10:51pm)

if all else fails I could hex the coords in the map.
downside is everyone would have to download the map again.
If CNQ going to make a regular occasional appearance I wouldn't mind personally.
ITS happend on barb 1 to me before-i mean i cant speak for smol because i wasnt pak raped yet-but in the past thats how ive delt with it .you do die 4 or 5 times but what r you going to do write curse words?
Hellfighter
02/27/06 9:54am
QUOTE(UNDEAD 1 @ 02/26/06 1:37pm)

ITS happend on barb 1 to me before-i mean i cant speak for smol because i wasnt pak raped yet-but in the past thats how ive delt with it .you do die 4 or 5 times but what r you going to do write curse words?
Trust me, this is unlike the original Barby arty spawn rapes. I can see why those without cooler heads blow a gasket- it's literally
5 spawners dying together/at the same time/simultaneously/in one shot/en masse/ every 4 seconds until the gunner meets his justifiable demise. Even the gunner specialist who does this 'tactic' is not a fan of doing it, but it's all legit so I don't blame him, as shouldn't others.
QUOTE(UNDEAD 1 @ 02/25/06 7:10pm)

ive noticed when i have been spawn raped, no one does the right thing ,they get mad and try to type! evry one should be throwing smoke ! in that situation you need one person to make it and kill that stat needing p***y.
bashing him in the head is always a favorite!
Furthermore its a dead on arty shot ,so smoke from teammates nearby wouldn't help. The gunner is shot pumping out shells as fast as he can on the predesignated kill spot.
UNDEAD 1
02/27/06 12:17pm
hope i dont run into that ! doesnt sound fun!
Hellfighter
02/27/06 12:24pm
QUOTE(UNDEAD 1 @ 02/27/06 12:17pm)

hope i dont run into that ! doesnt sound fun!
If you see the Smolensk CNQ running, choose the Rukies side in this case
Cpt.Canuck
02/27/06 8:36pm
QUOTE(Hellfighter @ 02/27/06 9:54am)

Furthermore its a dead on arty shot ,so smoke from teammates nearby wouldn't help. The gunner is shot pumping out shells as fast as he can on the predesignated kill spot.
Actually, smoke does cause some problems for the gunner. It can get the gunner off rythm when launching shells into spawn - often letting one or two Germans escape out the backdoor to try and snipe the gunner. Rythm is key when spawnkilling, I've discovered.
I just wish they could change the map - all that's required is a secondary spawn location for the Germans like in Barb.
Hellfighter
02/28/06 5:42pm
QUOTE(Cpt.Canuck @ 02/27/06 8:36pm)

QUOTE(Hellfighter @ 02/27/06 9:54am)

Furthermore its a dead on arty shot ,so smoke from teammates nearby wouldn't help. The gunner is shot pumping out shells as fast as he can on the predesignated kill spot.
Actually, smoke does cause some problems for the gunner. It can get the gunner off rythm when launching shells into spawn - often letting one or two Germans escape out the backdoor to try and snipe the gunner. Rythm is key when spawnkilling, I've discovered.

....
And there I was thinking you were pumping out shots just as fast as you could even unable to see your target due to streams of sadistic laughter tears misting up your vision.
ScrapyardBob
03/03/06 10:30am
IB got back to me, he says that in the Varaville and Red Oktober maps are examples of moving script models around. The downside is that the collision maps won't move (which may not be a big deal).
Not sure when I'll get a chance to look at that code. Possibly this weekend or sometime next week.
ScrapyardBob
03/04/06 3:28am
Here's the broken attempt at a fix (note that this doesn't seem to work, but Druid had a brainstorm so I'm tossing what I had done already up).
Unfortunately my brainstorm turned out to be a brainfart.
Still doesn't work
Although my earlier brainstorm turned into a brainfart.
I found a workaround that magicaly works.

It's not a proper fix like ScrapYardBob was trying to do, mine is more of the idiot style of fix.
It will be on the server tomorrow.
The pak gun south of the church has been rasied up so it will fire past the little hill in front of it.
The pak gun by the axis spawn has been removed, actually it's still there just 20 feet underground.
I look forward to seeing all of you on ther server tomorrow.
QUOTE(Druid @ 03/05/06 2:12am)

Although my earlier brainstorm turned into a brainfart.
I found a workaround that magicaly works.

It's not a proper fix like ScrapYardBob was trying to do, mine is more of the idiot style of fix.
It will be on the server tomorrow.
The pak gun south of the church has been rasied up so it will fire past the little hill in front of it.
The pak gun by the axis spawn has been removed, actually it's still there just 20 feet underground.
I look forward to seeing all of you on ther server tomorrow.
Thank God!
That damn pak gun has caused enough

among german team and ruined all good expectations what we had for Smolensk. Just wondering why Smolensk and Barbarossa in some cases unfairly favour russian team. German spawn area is just way too open and easily to access. Try to do same kind of spawn raping for russian team while playing BA. No dice!
No matter if you play CNQ, russians have more easier ways to get to the german spawn, as it happened last night. And why the hell that pak gun is inside that russian bunker after the stone bridge. All pak guns should be removed when playing CNQ. It´s almost impossible to take stone bridge when there´s a ruskie camping with that pak.
Cpt.Canuck
03/05/06 10:43am
Brilliant Druid! Thanks!
HammaTime
03/05/06 11:30am
He's a GENIUS!! Great job Druid.
M@ster of Dis@ster
03/05/06 12:19pm
QUOTE(HammaTime @ 03/05/06 12:30pm)

He's a GENIUS!! Great job Druid.
Thanks Druid. That gun had to go. However, I wonder about one more fix long term. Can a secondary German spawn point be activated? Perhaps just in one of the other houses? The German spawn point would still seem very vunerable to spawn raping especially because it is so easy to get to. Just a thought. It will be interesting to watch the win/loss of Russian vesus German for the next while to see if one side has and unfair advantage as people learn the various "tricks" in the map. Hopefully someone will keep us updated with that info, even if just to reassure us that things are fairly balanced if they are. Thanks.
MoD
Hellfighter
03/05/06 1:24pm
QUOTE(M@ster of Dis@ster @ 03/05/06 12:19pm)

QUOTE(HammaTime @ 03/05/06 12:30pm)

He's a GENIUS!! Great job Druid.
.....Can a secondary German spawn point be activated? Perhaps just in one of the other houses?
MoD
I was for that idea too since if I remember correctly a 2nd spawn point for ruskiz dealt with a similar issue on Barby map in its earlier days.
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