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Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 03 Aug 2011, 20:32
by Poor
This rarely happens, but sometimes the NPCs get shades

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Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 03 Aug 2011, 20:47
by ~DJ~
She looks cool.

Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 03 Aug 2011, 22:03
by chin.democ.
Awesome work Cozmo, I haven't been in a game where there's been a spawnkiller but I assume around the hospital/hospital courtyard would work well, the SWAT followers could be put in difficult to reach areas as they are very much a bonus item.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 03 Aug 2011, 23:02
by ~][FGS][Nobody~
Cozmo wrote:
HI NOBODY!
If I remember correctly, you were working on a super leet UnrealScript hack/mod thing right? I don't suppose it extends the annoying 255 byte coding limit problem for arrays?

It might be essential to get my NPC pseudo-SDK thing working.
LOL, HI COZMO. I assume you are the REAL one!
Anyway.. I think I remember that 255 Byte size problem.. I tried to reconstruct it but I forgot at what conditions it occurred..
According to my HAX-MOD thing.. I assume you mean DXUtils100!
Apart of some reflection features it also adds full support for REAL dynamic arrays.. I don't know if the problem occours with dynamic arrays too.

Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 03 Aug 2011, 23:33
by Cozmo
The REAL Nobody replies! XD And DXUtils100? It's been released? Oooooh.
And the conditions for that 255 byte problem are (AFAIK) when you try to access a large variable (>128 I think) from another class. Or, in my case, trying to copy entire structs (that also have an array inside).
Code: Select all
Respawner.Interactions[0]=Interactions[0];
Argh this is such a mess.
EDIT: Actually, yes Chinny! I remember finding some clever uses of the police mover to make outpost type things in the map. Stuff like that for SWAT followers would be cool.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 04 Aug 2011, 05:15
by Poor
Hey, check the logs for a guy by the name of Player_935. He's been constantly spamming and it seems to be automated.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 04 Aug 2011, 12:39
by ShadowRunner
Poor, thx a lot.
I think you were right with your theory. I experienced some glitches yesterday, that nobody else was seeing.
For anti-spawnkilling, I suggest there are multiple police recruiters in the map and you can join cops in several places.
Also there should be a cop pistol in places like the hospital. If someone is spawnkilling, then I don't have to run half a mile to the copshop to defend or arrest.
Some people are complaining that China is "boring" because "Cops can't spwn there, they only spawn in Uptown."
MOVER ISSUE
What you said Poor is along the right lines. The Deus Ex Movers have all been replaced with copy/pastes in one group paste.
My movers are tagged, not sure about Chinny. But I haven't tagged every mover perhaps.
I felt at the time it was some kind of rebuild issue, similar to what happens on SG mapping, that after a certain point, when the ring transporters are all in, that you can't make anything but a simple mover any more and duplicate movers don't work etc.
These kind of things have been solved before, with working on a different grid and pasting, prefabbing or duplicating. Very hit and miss, depending on geographical placement sometimes. I'm fairly sure this can solved through rebuilding, or backtracking versions and pasting in movers. The movers I pasted in, may already have been malfunctioning on the copy I used.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 06 Aug 2011, 17:29
by Kaiden
You desperately need anti chat spam, people just spamming dumb stuff for 30 minutes straight. Should kick after several line spams etc.
Picking up an item you have no room for still charges you.
Need vision aug added, it's godmode pretty much right now once you get stealth + run silent, fun though.
Still struggling to kill the police recruiter mission sometimes.
Being shot from miles away and being arrested can be really annoying. I'm not sure how it works but yeah, being shot once with a pistol from 10+ metres away and being instant arrested is irritating.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 06 Aug 2011, 23:50
by Psycho
Kaiden wrote:You desperately need anti chat spam, people just spamming dumb stuff for 30 minutes straight. Should kick after several line spams etc.
Picking up an item you have no room for still charges you.
Need vision aug added, it's godmode pretty much right now once you get stealth + run silent, fun though.
Still struggling to kill the police recruiter mission sometimes.
Being shot from miles away and being arrested can be really annoying. I'm not sure how it works but yeah, being shot once with a pistol from 10+ metres away and being instant arrested is irritating.
I have never had any problems killing the criminal when been recuitied for the police. Just hit head?
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 07 Aug 2011, 13:18
by ShadowRunner
You desperately need anti chat spam, people just spamming dumb stuff for 30 minutes straight. Should kick after several line spams etc.
I'm fine with that, but it's Chinny's server, his call.
Picking up an item you have no room for still charges you.
Hopefully Cozmo has included a fix for this.
Need vision aug added, it's godmode pretty much right now once you get stealth + run silent, fun though.
To be honest, I would IMMEDIATELY kill vision aug AND cloak until vision is fixed. I have made this request to kill cloak.
If it were my server too, I would set large deco to bmovable=false and put back muscle. It wasn't my decision. THC forcing people to use vision, when they cloak, but getting upset with noobs using muscle and not being prepared to change augs is wrong too. I don't think any admin anywhere should be removing augs, unless a problem like vision aug.
Still struggling to kill the police recruiter mission sometimes.
There's a long answer to this. All I will say is that it might get to the point that either the basketball court goes or a redesign.
Being shot from miles away and being arrested can be really annoying. I'm not sure how it works but yeah, being shot once with a pistol from 10+ metres away and being instant arrested is irritating.
Criminals are really annoying, if they get arrested too easily, I'm quite happy about this. Guys running around and killing/robbing NPC's is one thing, but too many players are spawnkilling and 2 minutes later being asked to be released from jail, or disconnecting/reconnecting. I kicked some disconnecters from jail and it soon stopped. The whole point of prison in cozmo is the same in real life, it is supposed to deter you and make you think twice about crime. It's already hard enough for cops, I can't really have any sympathy for criminals.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 07 Aug 2011, 13:58
by Psycho
Yet without the criminals, a lot of the CozmoRPG experience will be missed. There will be n
o criminals for the police to arrest etc.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 07 Aug 2011, 14:39
by CrazySpider
Has Anybody Ever Wondered How The Turrets In The Bank Cant Be Taken Out Like All The Others?
Sincerley

CrAzYsPiDeR

Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 07 Aug 2011, 14:42
by CrazySpider
This may seem like a odd question but how about if you Raise the price of Cloak aug and Ballastic it may help may lower the spawn killing.
Sincerley

CrAzYsPiDeR

Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 07 Aug 2011, 15:36
by ShadowRunner
I like that a lot but wonder what to do in situation of criminal buying cloak with 10000 credits, while cops are about 1 hour away probably getting cloak sometimes. But I like that idea, it sounds good.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 07 Aug 2011, 19:55
by Poor
How about adding a another spawn area? Maybe a small clinic in chinatown.