It can appear on galaxy buldogs too.
yeah, they are the same asset. Got repro on this and fixed in internally this morning.
It can appear on galaxy buldogs too.
yeah, they are the same asset. Got repro on this and fixed in internally this morning.
Thanks for the heads up, I'll take a look.
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It is all based on the rig you are running, but that is why I put the higher impact FX on high... so you can opt of of them.
My comment was more directed at the fact that it was not capturing the effect in all its glory. By all means run the settings that make the most sense for you.
I was hoping for sparklers, but we got freedom popsicles
5/10
Where are the high particle settings? :-(
I always thought it was a problem with the loadout interface being bugged and that's it. When I'd actually deploy, the MSW would be wearing the gun camouflage I'd selected even though the loadout screen showed it wearing my armor camouflage. Didn't know it showed on my screen as my selected gun camouflage and showed on other player's screens as what I'd selected for armor camouflage.
Probably the most I've ever written the word camouflage.
Billbacca sent this my way and I just got it fixed. It is too late for the small patch that is coming this week, but the next content patch should have it for everyone.
DEV RESPONSE
Here you go. Problem solved!
Nobody mentions the gatekeeper is SPINNING AGAIN?! This is the most important dakka change ever, thank you based /u/billbacca or /u/ps2-bishop or /u/_sherman or whoever did this
No problem. I hate to see those animation go to waste if they don't have too.
Are you just running forward and then stopping here? This gets me repro for the broken fingers issue I have been looking for, but I don't get the flipping or closed fist. The closed fist is only being used on reverse wield knifes, which is why the knife is flipping around. It is playing the wrong run animation for that knife.
If you have any ideas how you got this to play let me know so I can fix it. Thanks!
that firing animation looks dope
/u/_sherman any chance to get the TR pin move while firing?(this thing https://gyazo.com/afebc4bd2d6c7b2ad9a78cb38be1b727)
also when reloading cougar the long reload only changes magazine without moving back the bolt. Worked a some patch ago
Hey, sorry for the delayed response...
Thanks for the heads up about the cougar, I'll take a look. As for the TR pin, it is possible, definitely. I'll take a look at that too and see if there is an easy way to get some of those animating!
The partial combined arms patch notes rebalance tank armor/guns/resistances to a new system/paradigm. Tanks all lose their armor values, but their guns/other AV all do reduced damage to compensate. The skyguard was not included in the current round of changes and so its damage is abnormally high at this time.
I read this and went to double check. Against an MBT, the Skyguard time to kill is equal to or longer on PTS than it is on live. Same with a baseline Sunderer and a Harasser. Against a Lightning in a few cases the TTK does get shorter but it doesn't immediately appear to be a significant amount.
Any idea why it kills everything then have the explosion effect? It seems to do it whenever it's more that 5 people attacking it.
In short, no I don't.
I assume it has something to do with how design data is interacting with code and not syncing with the effect. I am sure you are thinking "Of course dummy" but as I said, don't know why it is doing this as I only did the art side of the explosion.
/u/_sherman nioce splosion :P
Thanks. I like make things go boom.
Doing that effect and the Orbital Strike explosion were both pretty fun.
as if the bullet is hitting an invisible wall
For what it's worth, there is an invisible wall there.
Yes there is and that is what he is seeing. Its a long standing issue with those invisible walls that requires code support.
I noticed this when I was online yesterday as well. I don't know what changed that caused this to break again, but I already made a note to look into this. Thanks for the report.
Edit: I should also say that the main issue I noticed with it was I got a huge FPS drop from it. Close range will still give you blinding like effects in some cases (usually a slow coast into a turret like this). It is part of the constraints with the tools I am working with. Namely wanting a pilot to see explosions in third person view but not first person.
Pillbox! Repair Zone is directly under the terminal :)
Thanks! I think I noticed and fixed that one :-)
Awesome! What a boss :D
If you're able to answer - is it possible / are there any plans to turn those "socket" looking marks on top of the Bunker into actual snap-to locations for other modules? There's a few that would look/feel really kinda correct, such as the turrets :D
That is the intention of those points. If/when that will be made available is another question.
Can we get pedestrian bridges added as construction deployables?
That is already on an internal construction objects idea list. We have been slowly making the objects that are on that list and releasing them. If/when it will be done, I don't know though.
:(
Glad it's not more common then.
From the sound of this, additional sockets will likely only make it harder to place modules, and not fix the issue you want addressed here. I am going to leave the module sockets alone for now, as making bases harder to build bases is not the goal here. If we are given reproducible steps to get modules underground, then we/I can look at what can be done to stop it.
@_Sherman Hey dude, any chance of doing a quick pass on the activation locations for repairing the construction items? Some of them are way off. I mean, way off....as a few quick examples -
Gate Shield wall thing; repair zone is not located at terminal up stairs, it is actually in the center of the gate area and generally easier to "catch" when you're jumping and on the 'out' side.
Vehicle Spawn Bay; repair zone is not located at terminal but in center of vehicle spawn block.
...i'm sure there's another couple but can't remember right now! :)
I'll get those two addressed today too. If I notice others I'll get them too.
but the bunker is only floating cause each point is above and below the actual ground like it requires.
unless you mean something else?
More points have been added that will force the bunker to be on the ground and not be a ravine bridge/ceiling.