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Author Topic: suggestion!  (Read 6768 times)
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RubixCubed Offline
EIR Veteran
Posts: 98



« on: October 22, 2009, 11:04:12 pm »

Engineer/Pioneers/Sappers/kettenkrades

Give them upgrades to repair criticals!

what do you think.
« Last Edit: October 22, 2009, 11:09:56 pm by RubixCubed » Logged
NightRain Offline
EIR Veteran
Posts: 3908



« Reply #1 on: October 22, 2009, 11:13:59 pm »

impossible to do because of Relic's Own Vehicle Critical repair tablet thingy. It can not be coded
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Because a forum post should be like a woman's skirt. Long enough to cover the subject material, but short enough to keep things interesting.
Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #2 on: October 22, 2009, 11:48:20 pm »

Hey, it's only been proposed 5000 times now and all the times it was said it's impossible to do!
Congratulations!

The search function is in the top green bar, 4th word.
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IIPraeToriaNII Offline
EIR Veteran
Posts: 121


« Reply #3 on: October 23, 2009, 12:07:07 am »

well how about someone fixes the repair kits not repairing crits.
tank with damaged engine and barrel, neither were fixed, and many, many, many times damaged engines dont get fixed.
its a waste of so much shit when it happens, its ridiculously absurd...
wasting pop cap, munitions, fuel, mp, repair time, battle time, time, etc..
if no one can figure it out, or its not possible, make repair kits fix all damage to 100% health.
it'd be better than dealing with dice rolling bull shit.
something needs to be done...
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fuck off...
NightRain Offline
EIR Veteran
Posts: 3908



« Reply #4 on: October 23, 2009, 12:11:02 am »

well how about someone fixes the repair kits not repairing crits.
tank with damaged engine and barrel, neither were fixed, and many, many, many times damaged engines dont get fixed.
its a waste of so much shit when it happens, its ridiculously absurd...
wasting pop cap, munitions, fuel, mp, repair time, battle time, time, etc..
if no one can figure it out, or its not possible, make repair kits fix all damage to 100% health.
it'd be better than dealing with dice rolling bull shit.
something needs to be done...

Still impossible to do.
Relic's Vehicle Repairing criticals is a thing the health bar does, I let someone else who knows it better explain it

As Mysthalin said. It has been suggested several times before. Search Button.
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #5 on: October 23, 2009, 01:53:36 am »

If health kits always repaired to full health, I'd just go German Engineering, purposefull get a tiger damaged to half health, and then begin repairing infinitely. I'm sure many people would do the same, so how about no? Lawnmower infinite repair shermans would also be too much fun.

Criticals work like this.
There's three critical types :
Green (when damaged between 40 to 100 percent health).
Yellow (when damaged between 5 to 40 percent health)
Red (When at 5 percent health).

If you get hit by a critical at say, the yellow phase, you will not repair it until you achieve 40 health(get back into green). If you were engine damaged at green health, you will not heal it until you're fully repaired.

No, there is NO way to change it - go bark on relic.
No single weapon can destroy your main gun unless you are at red health already. There is no explanation as to why your tank didn't get the barrel back, unless it was :
A) A bug (personally witnessed it and posted it long long ago).
B) You kept your tank repairing on the front lines, where it's repairs were simply outdamaged, and it never got out of the red state.
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Two Offline
EIR Veteran
Posts: 2079


« Reply #6 on: October 23, 2009, 04:05:27 am »

Suggestion.


Reset time!
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Quote
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IplayForKeeps: two = keeps
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panzerman Offline
EIR Veteran
Posts: 689


« Reply #7 on: October 23, 2009, 06:52:36 am »

NIEN!!!

i like the system maybe if they had it that it complete healed the vehicle once so it would at least get the crit...

i hope there is no reset i like my vet 3 tiger Cheesy
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IIPraeToriaNII Offline
EIR Veteran
Posts: 121


« Reply #8 on: October 23, 2009, 11:45:07 am »

who said anything about infinite repairs?
all they have to do is make the repair kit repair to 100%.
which is what?, 1/3 more hp per repair kit.
seems pretty reasonable to me.
so, how about, yes!...
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o4b1 Offline
EIR Regular
Posts: 21


« Reply #9 on: October 23, 2009, 12:43:58 pm »

Assuming you can get the current health of the vehicle (say 1/3) all you need to do to fix a crit is bring it up to 100 percent, and reset its health to its original value. Assuming you can get and set the health value of a unit.
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #10 on: October 23, 2009, 12:47:34 pm »

Assuming you can get the current health of the vehicle (say 1/3) all you need to do to fix a crit is bring it up to 100 percent, and reset its health to its original value. Assuming you can get and set the health value of a unit.

Relic should hire you if this is right
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SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #11 on: October 23, 2009, 12:49:13 pm »

Quote
Assuming you can get the current health of the vehicle (say 1/3) all you need to do to fix a crit is bring it up to 100 percent, and reset its health to its original value. Assuming you can get and set the health value of a unit.

Can't be done in RGD code, to my knowledge. SCAR may make it work, but it may very well be buggy as shit.

Quote
all they have to do is make the repair kit repair to 100%.

What if I, like, shoot you once with a greyhound while you repair, still keeping you within engine damage? Tongue.
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o4b1 Offline
EIR Regular
Posts: 21


« Reply #12 on: October 23, 2009, 12:53:35 pm »

Quote
Assuming you can get the current health of the vehicle (say 1/3) all you need to do to fix a crit is bring it up to 100 percent, and reset its health to its original value. Assuming you can get and set the health value of a unit.

Can't be done in RGD code, to my knowledge. SCAR may make it work, but it may very well be buggy as shit.

Quote
all they have to do is make the repair kit repair to 100%.

What if I, like, shoot you once with a greyhound while you repair, still keeping you within engine damage? Tongue.

Have you written code to do repairs in EiR (or any other COH mod)? If so I would like to see a bit of it, if not could you point me in the direction of this RGD/SCAR stuff? Thanks
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Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #13 on: October 23, 2009, 01:58:28 pm »

I always thought Salan, Arka, and EIRRMOD messed with that stuff.
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IIPraeToriaNII Offline
EIR Veteran
Posts: 121


« Reply #14 on: October 23, 2009, 02:14:38 pm »

Quote
all they have to do is make the repair kit repair to 100%.

What if I, like, shoot you once with a greyhound while you repair, still keeping you within engine damage? Tongue.

thats acceptable... and isnt the problem ive been referring to...
the problem is repair kits not doing their designated job, and wasting on field time, pop, purchased repair kit, mun/mp/fu, etc...

for example:

tank is engine damaged and takes 2 minutes to move back to spawn to repair.
tank uses repair kit at spawn with no enemies attacking it.
tank takes 2min to use repair kit, and when repair kit is done engine is still damaged.
wasting x amount of time and resources.
it would take another 2min to get tank back to battle damaged and less efficient, wasting even more time and resources.
repair kit did not do its job in repairing tank to a usable state, thus tank remains an un-repaired liability wasting x amount of time and resources.
if its the tanks barrel instead of engine damage, it remains even more useless and a waste of x amount of time and resources.
repair kit did not do its designated job in the repairing the tank.
« Last Edit: October 23, 2009, 02:35:32 pm by IIPraeToriaNII » Logged
Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #15 on: October 23, 2009, 02:19:06 pm »

RGD code is far simpler and more basic than it may sound - it's not like C++ or Pascal in the least. Not really something to be posting code lines for. And I'm not adept at SCAR coding in the least.

If you want to learn more, go to the Armory section of the Relic Forums. Loads and loads of tuts on how to do RGD/SCAR coding, and how to understand it.
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Hicks359
Guest
« Reply #16 on: October 31, 2009, 07:09:40 am »

Wouldn't the simplest (Temporary, untill something better is found) solution be to give repair packs equal points of repair to a unit's maximum health?

For example, Sherman has 600 health.

It's repair pack will repair 600 points worth of health.

This means if you get your Tank/Vehicle back, you can guarantee it will it will get criticals repaired as it WILL fill up to full health.

However, attempting to use a repair kit on the front line wont give you indefinite repairs, and if you get hit, you risk the chance of not repairing to full and fixing any criticals.

Obviously this will give the larger units a guranteed second life, and i see that, however they still run the risk of losing thier vehicle in the field if they want to keep it alive to get the "Maximum" use out of a kit.

Sorry on the delayed reply, but i was searching through threads, and it's only a week old, and i had a brain wave which *Might* of been worth something. >.>
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LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #17 on: October 31, 2009, 11:22:02 am »

something like your tank repairing until you press the stop button or until he gets hit sounds pretty good!
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Smokaz Offline
Honoured Member
*
Posts: 11418



« Reply #18 on: October 31, 2009, 12:12:51 pm »

I wish repairs could be split unto uses, and each repair give it like 25% health back.
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #19 on: October 31, 2009, 12:32:02 pm »

I wish repairs could be split unto uses, and each repair give it like 25% health back.

Right after stickies get a huge price decrease and range increase, and the LATHT gets it's old TreadBreak table back Wink.
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