Darkwind
Engine v125 Scripts v277

*sam*


Posted Jan 7, 2010, 5:23 pm
1. Added a 3rd line of over-car text (use F4 to cycle it)
2. If you don’t log into a town event, your car disappears after 30 moves and you don’t get any field training or prize money
3. In town events, resigning (on purpose or because of stress) automatically cancels any existing 'fire' orders – this stops you from accidentally firing and having the NPCs ignore your resignation
4. Custom deathrace events now have the option of ignoring Evan Autoduel Association rules. Certain non-custom events will also ignore these rules (currently, this will be two of the minor leagues, plus all non-league events south of SS/Elms).

There's also some AI and PvP fixes in here. (Specifically, you should see 'attackable' and 'immune' flags on squads that you watch using the Monitor Gates feature).
Zoltan


Posted Jan 7, 2010, 6:12 pm
Excellent Thanks Sam
Barbu


Posted Jan 7, 2010, 9:07 pm
More information, yessssss ! :cyclops:

Nice update again Sam, keep it up!
*sam*


Posted Jan 8, 2010, 2:18 pm
Thanks guys. Has anyone noticed whether the NPC cars behave any less like dumbasses in the Double Down arena? I realised I had set cliff-avoidance code to only be used in the wilderness, and have now enabled it for arena combats too.
*jimmylogan*


Posted Jan 8, 2010, 6:03 pm
I play that arena as much as possible, so I'll let you know.

I will say that it would be nice if the NPC's would try and jump...
*Tinker*


Posted Jan 8, 2010, 6:12 pm
i had a pickup flank me behind a hill today in a scout, if that's any useful feedback :thinking:
Loendal


Posted Jan 9, 2010, 6:38 am
*sam* said:
Thanks guys. Has anyone noticed whether the NPC cars behave any less like dumbasses in the Double Down arena? I realised I had set cliff-avoidance code to only be used in the wilderness, and have now enabled it for arena combats too.


I was wondering why they kept driving over the edges all the time.  Haven't had a chance to play on the new AI yet, but we'll see how it goes!

Back