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Scripts v.299
*sam*
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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
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Oct 18, 2011, 9:21 am Last edited Oct 18, 2011, 9:22 am by *sam*
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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?
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vet wv zom

Posted Oct 18, 2011, 9:45 am
*sam*
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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.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Oct 18, 2011, 10:36 am
*Tinker*
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Are we going to be able to find the new rams in scav? i.e. new vehicle designs?
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vet marshal wv pvp3 zom circuit2 pvp1 cont

Posted Oct 18, 2011, 10:48 am
*sam*
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Give me a suitable vehicle build for a fairly common plow-ram car and I'll put it in, yep..
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Oct 18, 2011, 11:57 am
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Would be handy if we could search the junk piles after combat.. dont like chucking my guys out while fighting is goin on..
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vet wv ww

Posted Oct 18, 2011, 12:19 pm
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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.
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vet wv

Posted Oct 18, 2011, 1:45 pm Last edited Oct 18, 2011, 1:45 pm by Rokkitz
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What's the bulk for a plow ram?
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Posted Oct 18, 2011, 2:07 pm
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As long as there's a Wurzel with a plow ram called the Heemeyer I'm cool

http://marvin-heemeyer.com/en/
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vet wv pvp1 pvp5 pvp4 race1 zom pvp2 deathrce1 pvp3 combat1

Posted Oct 18, 2011, 4:44 pm
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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. :)
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wv

Posted Oct 18, 2011, 8:23 pm
*sam*
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Oops, sorry. I actually boosted the hit points of both rams and spikes but forgot to update the ones currently in the game.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Oct 18, 2011, 8:26 pm
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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

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marshal vet wv pvp5 pvp4 combat1 pvp3 zom community

Posted Oct 18, 2011, 8:27 pm
d0dger
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Nice. More health for these weapons will make them a bit more effective.
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Posted Oct 18, 2011, 9:02 pm
*sam*
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http://www.dark-wind.com/vehicle.php?id=459153
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Oct 18, 2011, 9:05 pm
Rokkitz
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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!
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vet wv

Posted Oct 18, 2011, 9:51 pm
*Tinker*
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*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
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vet marshal wv pvp3 zom circuit2 pvp1 cont

Posted Oct 18, 2011, 10:24 pm
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*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.
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Posted Oct 18, 2011, 11:11 pm
*Tinker*
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Yeah that sounds sweet, and have a built-in modifier to increase difficulty as you go south some how
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vet marshal wv pvp3 zom circuit2 pvp1 cont

Posted Oct 18, 2011, 11:25 pm
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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
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vet wv

Posted Oct 19, 2011, 6:32 am
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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?
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vet wv

Posted Oct 19, 2011, 7:23 am
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