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Praetoria-Mission Two: Give tank infinite lives


uips
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The fact that tank has armor "limited lives", makes this hard map for allies even harder. + since it is public server there are always new players who are not familiar how the map works, so it gets repaired just because it can be repaired. Considering the amount of players and all the previous factors, i think removing this tank armor mechanic will make it generally more playable. Similar to Venice anti-tank gun would be better, you can destroy the tank and stop it but it does not end the map.

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Map is a double objective map, allies have to attack and steal fuel and axis must destroy the tank... removing the tank mechanic is bugging the map... It's like removing guns on oasis...

 

but if you want, just remove the whole AT gun section on mapscript

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48 minutes ago, _Ler said:

Map is a double objective map, allies have to attack and steal fuel and axis must destroy the tank... removing the tank mechanic is bugging the map... It's like removing guns on oasis...

maybe possible to change amount of percentage taken from tank armor each time its destroyed through gun controls so it can take more shots (change some percentages, lives whatever is in the script behind it). Ive had several games where allies engineers just keep repairing the tank for axis just to blow it up with controls, taking axis one step closer to victory. Those controls feel way punishing in a 20vs20 game, might be just my opinion. If tank has unlimited lives, at least "new players" allies engineers do not unknowingly work against their own team.

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Would be fun to know how many times axis actually manages to win by destroying tank. Mostly I've seen allies get stuck otherwise (20vs20 and not many open areas to attack from) or see them running over axis.

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The map is so complicated from map and script perspective, a lot of work put into this. i found out that tank has rear and front armor when checking the script. I dont know how many times axis win by destroying tank, but id call it "noobproofing", if the gun controls would work like venice AT gun, imagine map ending in venice after tank gets destroyed by AT gun several times, Maybe a good feature if u want the map to end? :D

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2 hours ago, Cyber said:

I don't remember a time when tank gets stuck because of the gun on Venice

happens very few times when some dedicated soldier decides to play the AT gun. Do I  remember correctly that other classes cannot use it?

 

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Yes, only soldier can fire the Venice AT Gun.

And, yes, the tank on Praetoria Mission 2 takes 20 percent damage on rear armour (second escort part after fuel tanks grabbed), 10 percent on front. Have seen the tank destroyed several times from rear shots when it looked like allies would win.

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What i mean with Venice AT gun it does not end map, you can destroy tank infinite times. 

But only soldier being able to use the AT gun is good point. Same feature could be used on Praetoria so it would require engineer and soldier teamwork to use it efficently. 

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10 hours ago, uips said:

The map is so complicated from map and script perspective, a lot of work put into this. i found out that tank has rear and front armor when checking the script. I dont know how many times axis win by destroying tank, but id call it "noobproofing", if the gun controls would work like venice AT gun, imagine map ending in venice after tank gets destroyed by AT gun several times, Maybe a good feature if u want the map to end? :D

Tank has 100 life, every front shot takes out 10% of life and back shots (as it's supposed to have fuel tanks behind) takes 20% of life.

I think as it's part of the game, it should be like this. You can make it more difficult to have gun controls repaired, in the line 1240 of the script you have the constructible variables

 

	spawn
	{
		wait 100
		constructible_class 3
	//	constructible_health 300
	//	constructible_chargebarreq 1.5
	//	constructible_constructxpbonus 10
	//	constructible_destructxpbonus 10
		followspline 0 path_00 10000 wait length -64
	}

You can put less health (uncomment the line ofc) so it's easier to have it destroyed, or make it use lot more of chargebar (so more engis needed ot more time) and even set the time of the construction to be made with constructible_duration <value in miliseconds>

That would be the easiest thing to begin with trying stuff.... Also add more arty (reduce airstrikes / arty for this map only),

 

Second best thing imo would be to delay the time before axis can shot the gun, probably not easy to do... don't know how it works

You can halve the damage by duplicating the bits in the accum 2 in at_gun_target in line 846, for this easiest would be to have the trigger_damagecheck  increasing the bits on the trigger... like from

	trigger damagecheck
	{
		accum 1 abort_if_equal 1
		accum 2 trigger_if_equal 0 at_gun_target damage_XX
		accum 2 trigger_if_equal 1 at_gun_target damage_90
		accum 2 trigger_if_equal 2 at_gun_target damage_80
		accum 2 trigger_if_equal 3 at_gun_target damage_70
		accum 2 trigger_if_equal 4 at_gun_target damage_60
		accum 2 trigger_if_equal 5 at_gun_target damage_50
		accum 2 trigger_if_equal 6 at_gun_target damage_40
		accum 2 trigger_if_equal 7 at_gun_target damage_30
		accum 2 trigger_if_equal 8 at_gun_target damage_20
		accum 2 trigger_if_equal 9 at_gun_target damage_10
		accum 2 trigger_if_equal 10 at_gun_target damage_00
		accum 2 trigger_if_equal 11 at_gun_target damage_end
		accum 2 trigger_if_equal 12 at_gun_target damage_end
	}

To this:

	trigger damagecheck
	{
		accum 1 abort_if_equal 1
		accum 2 trigger_if_equal 0 at_gun_target damage_XX
		accum 2 trigger_if_equal 2 at_gun_target damage_90
		accum 2 trigger_if_equal 3 at_gun_target damage_80
		accum 2 trigger_if_equal 4 at_gun_target damage_70
		accum 2 trigger_if_equal 5 at_gun_target damage_60
		accum 2 trigger_if_equal 6 at_gun_target damage_50
		accum 2 trigger_if_equal 7 at_gun_target damage_40
		accum 2 trigger_if_equal 8 at_gun_target damage_30
		accum 2 trigger_if_equal 9 at_gun_target damage_20
		accum 2 trigger_if_equal 10 at_gun_target damage_10
		accum 2 trigger_if_equal 11 at_gun_target damage_00
		accum 2 trigger_if_equal 12 at_gun_target damage_end
		accum 2 trigger_if_equal 13 at_gun_target damage_end
	}

This would make 5% DMG shots (or 20% if it hits behind). Would only show the message once every 2 shots, and if you increase another number would be 2.5% DMG per shot...

 

I have no idea if this works like this or needs something else to be changed somewhere else, have fun testing :)

 

Edit: actually I dn't know if it will work, it's supposed to disable the tank every 2 hits, but dunno if all the logistics behind moving the AT and enabling fire would work only with this change.

Edited by _Ler
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