Darkwind
Scripts v.299

*sam*


Posted Oct 18, 2011, 9:21 am
This patch adds the following:

1. Wilderness junkpiles, which can be searched by nearby peds (rightclick the junkpile for option). It takes several turns to search, and found items include ammo, handweapons, fuel and meds. Note that searching these piles increases the risk of creatures appearing.

2. As a work-around for an occasional mouseclick bug that one or two people have experienced, you can now use f5/f6 to simulate left/right mouseclick in the 3D game. It doesn't work on HUDs/menus etc. - literally only for use when interacting with 3D objects (cars, peds etc.) in the game.

3. Tinker's plow ram is added! This is similar to a mounted ram except it causes less damage to the opponent - instead it throws the opponent further. Thanks again to Tinker, who has been a constant source of nice little items for the game over the years  B)

http://www.dark-wind.com/images/ss2/plowram.jpg
betterlucky


Posted Oct 18, 2011, 9:45 am
Sounds like fun :)

With the junkpiles, can we only search them during combat or is there a way to extend play-time after all of the enemy have demo'd (or died) to search them then?
*sam*


Posted Oct 18, 2011, 10:36 am
Thanks for reminder.. I have just re-patched the server to handle this. An event will not end in your favour as long as junkpiles are being searched.
*Tinker*


Posted Oct 18, 2011, 10:48 am
Are we going to be able to find the new rams in scav? i.e. new vehicle designs?
*sam*


Posted Oct 18, 2011, 11:57 am
Give me a suitable vehicle build for a fairly common plow-ram car and I'll put it in, yep..
Utredd


Posted Oct 18, 2011, 12:19 pm
Would be handy if we could search the junk piles after combat.. dont like chucking my guys out while fighting is goin on..
Rokkitz


Posted Oct 18, 2011, 1:45 pm
Rokkitz seizes the opportunity to add oil jets and spike droppers to scav as well...

Dozer
Mercenary (with roll cage and 2.5L, driver+gunner, std tyres) front: ram scoop + RL.
Rear Oil Jet.

If possible add side flamer or MGs and reload for the RL. Might need to remove the roll cage...

These weapons should keep chassi light enough for the 2.5L to pull it.

Mutant Blocker
Pickup 3.2L exposed std tyres two crew, front ram scoop+Heavy flamer front
Side gats

Buster
Bus chassi (we need these in scav!!) with 7L and std tyres. Front ram scoop, front car rifle. Rear spike dropper, rear car rifle. Side MMGs, Side Light rocket racks.

This is a potential trader vehicle. Heavy rear and front armor.
d0dger


Posted Oct 18, 2011, 2:07 pm
What's the bulk for a plow ram?
Juris


Posted Oct 18, 2011, 4:44 pm
As long as there's a Wurzel with a plow ram called the Heemeyer I'm cool

http://marvin-heemeyer.com/en/
Skurvy


Posted Oct 18, 2011, 8:23 pm
Please note that it appears that all of the stockpiled mounted rams and spikes seem to have been cut in half (50% health) to accomodate the new toys in play. :)
*sam*


Posted Oct 18, 2011, 8:26 pm
Oops, sorry. I actually boosted the hit points of both rams and spikes but forgot to update the ones currently in the game.
*Tango*


Posted Oct 18, 2011, 8:27 pm
Skurvy said:
Please note that it appears that all of the stockpiled mounted rams and spikes seem to have been cut in half (50% health) to accomodate the new toys in play.  :)


saw that today, glad it wasn't just me because I was baffled by it

d0dger


Posted Oct 18, 2011, 9:02 pm
Nice. More health for these weapons will make them a bit more effective.
*sam*


Posted Oct 18, 2011, 9:05 pm
http://www.dark-wind.com/vehicle.php?id=459153
Rokkitz


Posted Oct 18, 2011, 9:51 pm
Excellent Sam!
Thanks.

All these small patches and add-ons really keep the game exciting.

Does the physics engine allow permanent dropped things in the game during a scout?
I have allways wanted to see junk droppers in the game. Imagine driving 80 mph on a straight road chasing another muscle car and suddenly there are two, three cinderblocks bouncing all over the road at windscreen height in front of your car!
*Tinker*


Posted Oct 18, 2011, 10:24 pm
*sam* said:
http://www.dark-wind.com/vehicle.php?id=459153


Cool any chance of adding 2 side smoke screens?

Or what about that idea you had about some randomized or semirandomnized car builds  :D
d0dger


Posted Oct 18, 2011, 11:11 pm
*Tinker* said:
*sam* said:
http://www.dark-wind.com/vehicle.php?id=459153


Cool any chance of adding 2 side smoke screens?

Or what about that idea you had about some randomized or semirandomnized car builds  :D


I still think this would be completely awesome, if a car had say... 80 bulk allocated for weaponry then chose weapons from a random table (probably weighted by percents chances or something) and began to apply them to front, then rear, then side slots, forcing rear for drops of course.
*Tinker*


Posted Oct 18, 2011, 11:25 pm
Yeah that sounds sweet, and have a built-in modifier to increase difficulty as you go south some how
Blaer


Posted Oct 19, 2011, 6:32 am
Junkpiles! Nice! Stepping stone to those ped scouts? Are they gonna be road hazards to vehicles? Can I create my own by ditching that spare tire in my trunk (digging the constant expansion and game growth Sam) =D
Rokkitz


Posted Oct 19, 2011, 7:23 am
I can confirm that the AI avoids these obstacles if they are in the way. I drove past one on the road and the AI braked and swerved to avoid colliding with the junkpile. Have anyone tried ramming one?
Rokkitz


Posted Oct 19, 2011, 8:11 am
Loot in one junkpile:

Rifle
Pistol Ammo
Crossbow
Hammer
Medicine

1) Is this a bit much?
2)Can vehicle ammo not be found?

Edit: nice addition. Weapons are not fully loaded =)
*Tinker*


Posted Oct 19, 2011, 10:36 am
Rokkitz said:
Loot in one junkpile:

Rifle
Pistol Ammo
Crossbow
Hammer
Medicine

1) Is this a bit much?
2)Can vehicle ammo not be found?

Edit: nice addition. Weapons are not fully loaded =)


didi you find all that with 1 ped? could he carry all that?
Rokkitz


Posted Oct 19, 2011, 12:21 pm
Yes Tink. I think the bulk/carried weight went over max, but I think its ok. It would be next to silly to run around with unarmed peds to try to scour these dangerous places. Besides, some of the items such as medicine are only collected during looting phase. So the ped identifies the items to be picked up later.

However, I have since dug in two other pits and did not find as much.

One or two items per each one, so seems like I lucked out on my first. I did find a handflamer with 3 shots though :D

The funny thing about this is that your peds look a bit like christmas trees afterwards. You have random weapons and missmatching ammo. Very scav :cyclops:
d0dger


Posted Oct 20, 2011, 3:31 pm
note: Plow Ram needs added to the weapon table in the Game Info section.
Zephyr


Posted Oct 21, 2011, 7:23 am
Sounds wonderful! I can't wait to buy a new video card so I can actually play this game again....
*Bastille*


Posted Oct 24, 2011, 8:41 am
Groovy, Zephs coming back. B)

Checked a couple of piles today, I hadn't read this so had no idea what to do. It says that if I leave them standing they will continue searching, I wasn't sure If it was working as I only once saw a message that I found something so clicked on the piles everyturn. Im guessing now that this is not neccessary?

At first I thought I found next to nothing, but was wondering why my peds had all sorts of weird gear and well over max bulk. Makes sense now after reading Rokkitz post, I had actually scrounged quite a bit of ammo and some ped weapons.

Seeing I did not know what I was doing, I scrounged the piles for 250+ turns (clicking on them almost every turn too, as I was not sure If I was doing it right) I ended up with 5 Spider spawns, in total maybe 25 spiders. Took ages, especially with all the superfluous clicking.

Dodger said I would find a laser. You lier, LIER!! ;)

Really love that new addition

...and of course Tinkers Ram, thats just brilliant.
*sam*


Posted Oct 26, 2011, 8:56 am
You should get a message into the main game chat window every turn that you search. No need to keep re-clicking if standing still, but if the character moves too much the search stops - just keep an eye on the chat window.

Each junkpile has a limited amount of items in it, but there's no particular way of knowing when it's empty.

Do you like the 'comedy' items that come out of the pile? (gnawed thighbones etc.) - if anyone has any more suggestions for these, please PM me - I'd pefer to keep them private as they're more fun for other players to discover that way.
JS


Posted Oct 26, 2011, 11:55 am
Comedy stuff is great.
*Bastille*


Posted Oct 26, 2011, 12:22 pm
Thanks for clearing that up. I'm not sure why, but the only time I saw a search message and an item found message, in the above scout, was after I clicked the pile. My following scout I received the message every turn.

*sam* said:
Do you like the 'comedy' items that come out of the pile?


I haven't seen any of those yet.  B) Now I know what Xab was on about. (goes back out to search junk piles)

Irrespective of what I find, this is now the main goal in a scout.

JuaN VaLDeZ


Posted Oct 29, 2011, 7:48 am
takes two tries at searching before the text that I am searching starts to appear
Parapsycho


Posted Oct 29, 2011, 7:14 pm
Yeah, got some peds out to search a pile, but they didnt keep doing it. Had to click it each turn.
*Longo*


Posted Oct 29, 2011, 8:04 pm
If your in range and not moving, it should keep searching(and you receive the message that you are) until the pile no longer has any resources. You can then continue after this (unsuccessfully of course) by clicking every turn. I have tested this about 4-5 times now and this is what I have observed every time.
Parapsycho


Posted Oct 29, 2011, 8:09 pm
It didn't work in the last event I did. My peds were next to the pile and not moving. Unless the pile was already empty when I got there, which is unlikely.
*Longo*


Posted Oct 29, 2011, 10:33 pm
ParaPsycho said:
It didn't work in the last event I did.  My peds were next to the pile and not moving. Unless the pile was already empty when I got there, which is unlikely.


Could have been. I got a dead dog in turn one, then it was empty for me a few events ago.
*Bastille*


Posted Oct 30, 2011, 12:31 am
Longo said:
If your in range and not moving, it should keep searching(and you receive the message that you are) until the pile no longer has any resources. You can then continue after this (unsuccessfully of course) by clicking every turn. I have tested this about 4-5 times now and this is what I have observed every time.


Seems to be how it works from my exp too. Although, I'm not sure if its out of resources, or.... I just need to look harder.

The first time I tried looting piles (maybe I should become a proctologist) pretty sure I found something after this point.

Still have not found any funny stuff (dratts) but I will in time I'm sure. Got me a sword yesterday that I had to clean all the muck off before it became usable, I thought that was pretty cool.

ZOMBIES IN THE WILD... I know these are meant to be special.. but how cool would that be when you're looting piles.
d0dger


Posted Oct 31, 2011, 9:18 pm
S405607

My first time using my plow ram. Pretty satisfying result as the Merc bounced off my trash truck at 105 mph and slammed into the front of a Mutant Maelstrom damaging its engine and front guns.
*sam*


Posted Nov 1, 2011, 11:44 am
d0dger said:
S405607   

My first time using my plow ram. Pretty satisfying result as the Merc bounced off my trash truck at 105 mph and slammed into the front of a Mutant Maelstrom damaging its engine and front guns.


Ah cool, it worked in a unique way then? That's the main intent..
d0dger


Posted Nov 1, 2011, 1:25 pm
Yes, did it a second time, and then tried a mounted ram in its place. The physics reaction on the Plow is noticeably greater. Does the plow ram have more durability than the Mounted?

The big drawback to these weapons seems to be that they are one use which gets them damaged then they take days to repair, if they survive at all.
betterlucky


Posted Nov 1, 2011, 1:40 pm
Do they take the damage instead of the vehicle? 105mph hit with a reinf is pretty much guaranteed engine/other front weapon damage. I'd happily take a one shot ram if I knew it'd save me repairs on the more valuable stuff...
*Tinker*


Posted Nov 1, 2011, 7:46 pm
does it damaged much? if not is it worth fixing to 100%?
d0dger


Posted Nov 1, 2011, 7:50 pm
*Tinker* said:
does it damaged much? if not is it worth fixing to 100%?


well I've been cheating and using vehicular shield from a Defensive energy psionic when I ram...  but my plow ram took 1 stray bullet in two different events, and repairing from 81% to 100 takes an entire day for example.

Makes it hard to consider using these on a vehicle as a permanent aspect of their design.
d0dger


Posted Nov 1, 2011, 7:54 pm
betterlucky said:
Do they take the damage instead of the vehicle? 105mph hit with a reinf is pretty much guaranteed engine/other front weapon damage. I'd happily take a one shot ram if I knew it'd save me repairs on the more valuable stuff...



I think you misunderstood, my vehicle was going 59 mph. The merc catapulted away from the impact going 105 mph in the opposite direction. Now bear in mind I'm using a trash truck and it's rather heavy. so far I've protected my plow ram with psionics but the time I used a mounted ram yeah it was destroyed in the hit, and I took some front armor damage but I have a roll cage too.
*Tinker*


Posted Nov 1, 2011, 8:23 pm
d0dger said:
*Tinker* said:
does it damaged much? if not is it worth fixing to 100%?


well I've been cheating and using vehicular shield from a Defensive energy psionic when I ram...  but my plow ram took 1 stray bullet in two different events, and repairing from 81% to 100 takes an entire day for example.

Makes it hard to consider using these on a vehicle as a permanent aspect of their design.


wowo that seems like a lot of damage for a stray shot!

These things (along with regular mounted rams) should be tough as nails and easy to fix, and should shrug off mg rounds .

think these need to be tougher
betterlucky


Posted Nov 1, 2011, 8:32 pm
Quote:
I think you misunderstood, my vehicle was going 59 mph. The merc catapulted away from the impact going 105 mph in the opposite direction. Now bear in mind I'm using a trash truck and it's rather heavy. so far I've protected my plow ram with psionics but the time I used a mounted ram yeah it was destroyed in the hit, and I took some front armor damage but I have a roll cage too.


I did misunderstand, although I was referring to the combined speed of impact (ie theirs + yours if it's head-on). Still... seeing them zoom off like that would be fun :). All of my lorries have roll-cages as standard, but they only protect you a bit. Oddly enough with a reinforced ram, I can't recall the ram itself ever taking damage at any speed but everything else at the front (engine, other front weapon, front armour) gets pranged if that combined speed is over 100 imx. Below that it tend to be just armour that takes some damage.

I'm going to have to see if I can get hold of one now... to hell with the damage. Seeing what happens on one of the straight road maps when a fully loaded lorry hits a mutant marauder at a combined speed of 150mph+ will be just too good to miss...

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