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Nahlásit problém s překladem
"APP ERROR: Invalid player army: [UNSC] present while only [random usa uaf] allowed (mp_game.cpp:553)"
I played three games of "last man standing" with this mod active. Twice as UNSC vs Covenant ai. Once as Covenant vs UNSC ai. These were mutliplayer lobbies but I was the only player vs AI.
Issues:
- In the "Last Man Standing" game mode, the last unit/squad that is called in by the AI cannot die; regardless if they are UNSC or Covenant. Try it yourself haha. The final unit of the AI seems to be immune to any sort of gunfire/weapon damage. You can try to run over them and they will do the death animation; however, their "corpses" are still functional and will be controllable/moving around by the AI. These roving corpses look like the hackers of old f2p shooters. Play as UNSC if you want to test this as its much easier to steer their vehicles in direct control.
- Covenant weapons cannot be resupplied at objectives; while UNSC weapons can. But I guess this is just WIP?
- The Wraith and Ghost cannot steer properly in "unrestricted direct control" mode. As in they can only be steered in the direction that they were facing before 'direct control" was activated. To move in another direction after that is quite hard.
1) I've never actually tried the Last Man Standing mode so genuinely no idea what is happening there, though I have noticed the freezing corpses sometimes in other modes so I'm wondering if it's some leftover code from the ASV scripts that I used for the shields.
2) This is most likely because the covenant use custom ammo so I could give them different coloured tracers while the UNSC guns just use base game ammo (except the sniper so it could have the long tracer), I might be able to fix this by altering the actual game mode code so I'll see if it's something I can fix
3) Yeah this was kind of on purpose. The wraith, ghost and banshee are all technically armoured cars on tracks, but the ai would refuse to turn the vehicle in order to aim at enemies and attack them, so I had to make it so the body of the vehicle is technically a turret with 360 degrees turning radius while the real body of the vehicle is invisible. This was the best outcome I could manage to accomplish that let the ai actually use the vehicles properly despite how awkward it is to manually control them