YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

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captainsnarf
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Re: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

Post by captainsnarf »

You get points for linking your teammate's vehicles if you use the linkgun.

You do *not* get points for linking your teammate's vehicle if you use a link vehicle like link mech, link badger, etc.

I can fix that but will require modifying all of the link vehicles.
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Enyo
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Re: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

Post by Enyo »

captainsnarf wrote: Sat Sep 17, 2022 9:34 am You get points for linking your teammate's vehicles if you use the linkgun.

You do *not* get points for linking your teammate's vehicle if you use a link vehicle like link mech, link badger, etc.

I can fix that but will require modifying all of the link vehicles.
I would put that as high priority over UTcomp since the balancer relies on scoring. The better the scoring the better the balancer should work, although I have doubts it will ever work great.

Could the multiplier be in effect somehow without the balancer? Meaning it balances only those with a multiplier and leaves everyone else on the team they originally joined. That way the bottom group is less likely to be all pushed to the same team. The balancer has a penchant for doing that now.
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Re: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

Post by pooty »

That way the bottom group is less likely to be all pushed to the same team. The balancer has a penchant for doing that now.
It doesn't work like that. You might get a "bad mix", but if there's 10 players, the worse you can get is (2,4,6,8,10) other team is (1,3,5,7,9). But that's all driven by points....so points determine it. But you'll never get the three worst players(8,9,10) in a game on the same team.

But its all about points, so for players who use link tank to link the mino = 0 pts, while other players rack up points deathmatching...
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Re: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

Post by captainsnarf »

So I noticed a glitch with the new linknuke 1.8.

Sometimes the node will show graphics like someone is linking it (has yellow 'sparkles') but the node is not active (neither red or blue). I think it happens when someone shoots the node just as it was hit by the linknuke.

When this glitch happens, whoever touches the node will get the node healed instantly. So e.g. red guy shoots the node with linknuke, glitch happens, then blue guy touches it, it's like the blue guy used the linknuke and gets a fully healed blue node.

I'm not sure why as I didn't change any of that code with this version.
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Re: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

Post by pooty »

Had an instance, where I started the node (blue), started linking, someone came in hit with LinkNuke, it killed my node and then LinkNuke built it Red which I thought wasn't supposed to happen?
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Re: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

Post by captainsnarf »

New version! Download here CSLinkNuke_1.9.zip

Changes
- fix weird issue caused by not calling destroy() in the dying state
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Re: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

Post by pooty »

1.9 on the server.
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Re: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

Post by captainsnarf »

New version! Download here CSLinkNuke_2.0.zip

Changes
- fix issue where ONSPowerNodeSpecial would flip regardless of setting
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Re: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

Post by captainsnarf »

New version! Download here CSLinkNuke_2.1.zip

Changes
- Add 'NodeDamage' config option. Default is 5000 (kills node).

* even when setting this value to 0, 'Damage' config option (default is 250) will still be applied to all actors including nodes in the blast radius
** 'Damage' option is multiplied x 10 against vehicles (this behavior has been this way a long time now)
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Re: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

Post by pooty »

Shouldn't this be:
Damage' config option (default is 250) will still be applied to all enemy actors including nodes in the blast radius
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