DogACTUAL wrote:Invisible vehicle mines after the update. Could be a preexisting thing, but this seems new to me. Was on the server the whole round without interrution from the beginning. Couldn't see a mine on a bridge on Vadso while my driver could, even though he joined the round late. Next bridge was examined carefully while crossing and then we ran over the invisible mine. Could just have something to do with the brdiges on Vadso, maybe the mines sink into the concrete too deep.
If you can record it/recreate it in a bug report that would be great.
re: PR:BF2 v1.4.18.0 & v1.4.19.0 Changelog
Posted: 2017-10-30 04:39
by DogACTUAL
Can't recreate it because i don't know what triggers it. Tried laying mines on the same bridge on a local server, but they are visible, so must have been something else.
re: PR:BF2 v1.4.18.0 & v1.4.19.0 Changelog
Posted: 2017-10-30 04:41
by Arab
DogACTUAL wrote:Invisible vehicle mines after the update. Could be a preexisting thing, but this seems new to me. Was on the server the whole round without interrution from the beginning. Couldn't see a mine on a bridge on Vadso while my driver could, even though he joined the round late. Next bridge was examined carefully while crossing and then we ran over the invisible mine. Could just have something to do with the brdiges on Vadso, maybe the mines sink into the concrete too deep.
It's a vBF2 engine bug. Just tested it.
When someone places a mine (including a tripflare), and a player connects, it will be invisible for the connected player.
Not sure what we can do about it, doesn't rule out a possible solution though.
re: PR:BF2 v1.4.18.0 & v1.4.19.0 Changelog
Posted: 2017-10-30 05:15
by FFG
Singh408 wrote:ooooh shit! I suggested that
thanks and you're welcome all you CAS whores out there.
You'll notice more then just that change to CAS on maps
re: PR:BF2 v1.4.18.0 & v1.4.19.0 Changelog
Posted: 2017-10-30 06:34
by _MB_
Updated GLTD to have laser move at speed of light and require constant line of sight to the target.
Can you elaborate on this a tiny bit? Just interested, what is the actual speed, coz having 4 km map, the largest distance available is diagonaly over the square and to the other end and back it is 2*4*Sqrt[2] km = cca 11,3 km and light will make this distance about 27000 times per second, which is so much higher than any frequency this game can run on, that you could have left it just to be instaneous.
Updated suicide bomb vehicles to allow bots to detonate their weapon. Radius for Cars: 30m, Trucks: 20m.
Why is it less for bigger explosion? Will the car actually destroy enemy armoured vehicles at 30m? Do the bots blow it up automatically when having anything hostile in their sight close enough? Because eventhough it is nice that the AI can use this, can it use it a little bit efficiently?
re: PR:BF2 v1.4.18.0 & v1.4.19.0 Changelog
Posted: 2017-10-30 10:32
by bahiakof
PR:BF2 v1.4.18.0 Changelog
GENERAL:
Added building restriction to emplacements in DOD.
-GREAT!! For teamwork to be successful and honesty among players survive on all PR servers, it is necessary for the scripting system to assist administrators in organizing and monitoring server. Great job (need to implement more scripts like this in Project Reality)!
GENERAL:
Updated commander system by removing any placed markers 10m after he/she resigns.
-WONDER!! This helps a lot to clear the map and also helps to organize the strategy of the new commander of the team.
re: PR:BF2 v1.4.18.0 & v1.4.19.0 Changelog
Posted: 2017-10-30 11:38
by Kavelenko
'[R-DEV wrote:Mats391;2175828']
WEAPONS:
Updated GLTD to have laser move at speed of light and require constant line of sight to the target.
Why did you guys decide to nerf the GTLD? Its the one thing that sets PR apart from other milsims and you've totally made it useless now, either turn off armour targeting the user or you kiss good bye to squad leaders bothering to laze targets for CAS. Sorry that was one bad move.
re: PR:BF2 v1.4.18.0 & v1.4.19.0 Changelog
Posted: 2017-10-30 11:48
by AlonTavor
Being able to laze moving vehicles at huge distances is not a nerf. Not needing to try 50 times to laze a long range target until it sticks is not a nerf.
Laze once when the jet is diving. Its really not difficult.
Not being able to do anything when you know who is lazing you also doesn't make sense.
The only issue with this is changing the GTLD targeting type kind of broke the UI when standing behind stuff, and doesn't always shot the lase. but the lase still goes.
re: PR:BF2 v1.4.18.0 & v1.4.19.0 Changelog
Posted: 2017-10-30 12:41
by Kavelenko
I like the way the laze now gives an instant range reading which is great but honestly do you expect the squad leader to expose themselves to a Shilka while holding the laze on target? I cannot see this being a popular change, its hard enough to get squad leaders to laze targets this will surely kill it completely. Lets see how it goes.
Gotta say I love the new laze. Actual range finding, easier to coordinate (no re-laze bullshit), and generally feels much less clunky. (Apart from the few few instances where I get bombed instead of the target, as if the laze was stuck on me for some reason.)
Aleon wrote:Gotta say I love the new laze. Actual range finding, easier to coordinate (no re-laze bullshit), and generally feels much less clunky. (Apart from the few few instances where I get bombed instead of the target, as if the laze was stuck on me for some reason.)
Please make some videos so we can see what needs to be adjusted.
It sticks to active vehicles for 1.5 seconds if the new location is too far away from them to make it even easier to lase from a far distance and compensate for the lack of lag compensation. I could make the laser disappear if target position is within 20m~ of officer if that's an actual problem. In testing the only issue I saw is the laser target not showing on the GTLD interface, the laser target position was always at the right location even if it doesn't show up on the interface.
2 migs and 1 frogfoot on khami alt, this change wasn't put in the recent changelogs instead of 1 mig, 2 fitters and 1 frogfoot.
also map gallery needs to get updated.
Yes ! Lots of new Coop maps. Thank you PR team, oiling the bot parts other devs can't reach ...
_MB_ wrote:Can you elaborate on this a tiny bit? Just interested, what is the actual speed, coz having 4 km map, the largest distance available is diagonaly over the square and to the other end and back it is 2*4*Sqrt[2] km = cca 11,3 km and light will make this distance about 27000 times per second, which is so much higher than any frequency this game can run on, that you could have left it just to be instaneous.
Updated suicide bomb vehicles to allow bots to detonate their weapon. Radius for Cars: 30m, Trucks: 20m.
Why is it less for bigger explosion? Will the car actually destroy enemy armoured vehicles at 30m? Do the bots blow it up automatically when having anything hostile in their sight close enough? Because eventhough it is nice that the AI can use this, can it use it a little bit efficiently?
Bots have suicide bomb vehicles now ? Oh Sh .... KABOOM
So cripes. I must have brain damage today or something. What does DOD stand for ?
mectus11 wrote:2 migs and 1 frogfoot on khami alt, this change wasn't put in the recent changelogs instead of 1 mig, 2 fitters and 1 frogfoot.
also map gallery needs to get updated.
AAS, CNC and VW assets and flags were changed, slipped changelog. Added now.