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Cozmo's LoS mod and code
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Topic: Cozmo's LoS mod and code (Read 10272 times)
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Tymathee
Donator
Posts: 9741
Re: Cozmo's LoS mod and code
«
Reply #20 on:
September 02, 2010, 11:39:29 pm »
one thing i'd do if i were making a mod with this in it, i'd change a lot of weapon stats, no more panthers taking 3-4 shots to take out a sherman, it'll be 1 and 2 max, if you dont have a scouting unit and u run across an at gun thats hiddin behind a building and it pops u in the butt, you're done as you should be and if you run across an ambush squad as infantry, you should die quickly but if u go with the current mechanics, you can't really take advantage of the LoS.
Logged
Quote from: nikomas on October 04, 2012, 09:26:33 pm
"I want proof!"
"I have proof!"
"Whatever, I'm still right"
Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
Demon767
Warmap Betatester
EIR Veteran
Posts: 6190
Re: Cozmo's LoS mod and code
«
Reply #21 on:
September 02, 2010, 11:41:53 pm »
GO play MoW competitively than. It becomes shit!
Its all about Killing the players scout than scouting while you sit your tank in the rear until enemy tank spotted and he lost his scout. WOW so fucking great gameplay woooh >.>
Logged
Generalleutnant of The Reichs Wolves
Nevergetsputonlistguy767
Mysthalin
Tired King of Stats
Posts: 9028
Re: Cozmo's LoS mod and code
«
Reply #22 on:
September 03, 2010, 01:14:46 am »
Buy stormtroopers to simulate the same effect...
Logged
htpc1
EIR Regular
Posts: 3
Re: Cozmo's LoS mod and code
«
Reply #23 on:
September 03, 2010, 02:43:11 am »
Quote from: AmPM on September 02, 2010, 04:52:45 pm
EIR is competitive and fast paced? I thought the balance overall was questionable and most games happened along a fairly stable front line till some sort of spam breaks through =)
Oh and Demon, we are playing MoW, its a far superios WW2 game. If it only used CoH's engine and was persistent...
I don't know what mod you're playing, but I'm pretty happy with the amount of movement, flanks, bluffs, and sheer tactics employed by EIRR guys. I would say balance overall is great, just that there are a few really sore thumbs in the mix...
Logged
deadbolt
Probably Banned
EIR Veteran
Posts: 4410
Re: Cozmo's LoS mod and code
«
Reply #24 on:
September 03, 2010, 05:20:24 am »
seems kinda gay, just reminds me of all ghilied up except objects determine whether or no you appear camod or not. would just ruin gameplay imo.
Logged
DERDBERT
Quote from: jackmccrack on August 03, 2014, 01:58:51 pm
Like Jesus, Keeps died for us
He made a funny thread for bear, and got banned.
Now bear makes his own funny thread. It's unsurprisingly not funny.
Keeps died for our funny threads.
Grundwaffe
EIR Veteran
Posts: 1128
Re: Cozmo's LoS mod and code
«
Reply #25 on:
September 03, 2010, 05:35:30 am »
Quote from: Demon767 on September 02, 2010, 11:35:29 pm
not enjoyable to me.
Did you guys hear that, it's not enjoyable for deamon, drop it.
lol
Logged
SublimeHauken - Back from the dead - Since 2007'
Tymathee
Donator
Posts: 9741
Re: Cozmo's LoS mod and code
«
Reply #26 on:
September 03, 2010, 11:53:24 am »
i'd rather have units be invis in buildings in EIR than a los code tbh.
Logged
VERTIGGO
EIR Veteran
Posts: 392
Re: Cozmo's LoS mod and code
«
Reply #27 on:
September 05, 2010, 03:29:19 am »
Why don't crewed weapons work with these scars anyway? Is it something that can be fixed?
Logged
TOV units = intentionally OP marketing gimmicks
salan
Synergies TL2 mod!
Posts: 6290
Re: Cozmo's LoS mod and code
«
Reply #28 on:
September 05, 2010, 05:03:28 am »
I think its just something to do with the synch weapon and the macro missing them in its process.
I'm not completely sure tbh.
I also don't nkow how it would work with adding new models / guns after running the macro code. as part of the macro says DO NOT RUN THIS PART TWICE....
so hmmm..
he plans on finishing the code after university supposably?
Logged
www.synergiesmod.com
Unkn0wn
No longer retired
Posts: 18379
Re: Cozmo's LoS mod and code
«
Reply #29 on:
September 05, 2010, 07:05:10 am »
Quote
he plans on finishing the code after university supposably?
So in multiple years? :p
Logged
Killer344
The Inquisitor
Posts: 6904
Re: Cozmo's LoS mod and code
«
Reply #30 on:
September 05, 2010, 10:54:55 am »
Quote from: htpc1 on September 03, 2010, 02:43:11 am
I don't know what mod you're playing, but I'm pretty happy with the amount of movement, flanks, bluffs, and sheer tactics employed by EIRR guys. I would say balance overall is great, just that there are a few really sore thumbs in the mix...
Hai VERTIGGO.
Logged
Quote from: brn4meplz on April 18, 2013, 01:23:05 am
If I get shot and it's a gay medic fixing me up, he's not gonna be fondling my balls while he does it. You can't patch a chest wound and suck a cock at the same time.
htpc1
EIR Regular
Posts: 3
Re: Cozmo's LoS mod and code
«
Reply #31 on:
September 05, 2010, 11:15:21 am »
Hai? is that english? vertigo is my brother.
Logged
bayarea510
EIR Veteran
Posts: 338
Re: Cozmo's LoS mod and code
«
Reply #32 on:
September 05, 2010, 11:52:34 am »
Hi Killer!
Logged
00:00:28 [Team] imnotsoisoisoi: they're noobish
00:01:07 [Team] imnotsoisoisoi: this is gonna be gg in 15 mins
...
00:28:50 [Team] RonnMercy: bring something on
00:29:04 [Team] imnotsoisoisoi: im out
00:29:05 [Team] RonnMercy: ur terrible lol
Gg in 30, half right at least
VERTIGGO
EIR Veteran
Posts: 392
Re: Cozmo's LoS mod and code
«
Reply #33 on:
September 05, 2010, 11:58:41 am »
lol @ e-wangs and ip checking skills
Logged
Killer344
The Inquisitor
Posts: 6904
Re: Cozmo's LoS mod and code
«
Reply #34 on:
September 05, 2010, 01:02:09 pm »
I knew it was one of his brothers, but you can never be sure when a new account is involved (although it could still be him
).
Logged
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