Call to Arms

Call to Arms

Colts Halo Factions
 Tämä aihe on kiinnitetty, joten se on todennäköisesti tärkeä
Colt0512  [kehittäjä] 21.8.2020 klo 11.33
Bug reports
Report all of my cockups
Viimeisin muokkaaja on Colt0512; 21.8.2020 klo 11.33
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You asked for the match setup I had, it was domination on Barrenland, 140 CP, and 20000 MP. Hope this helps.
Colt0512  [kehittäjä] 24.8.2020 klo 11.33 
I just loaded two matches with the same settings and didn't get the error. It's possibly the new update fixed it or I just can't get the error on my side.
Colt0512 lähetti viestin:
I just loaded two matches with the same settings and didn't get the error. It's possibly the new update fixed it or I just can't get the error on my side.
Yeah I'm trying some other mode, did the same thing, looks like it's a problem on my end, no idea how to fix it rip, thanks anyways.
Colt0512  [kehittäjä] 24.8.2020 klo 11.45 
If you can send me a picture of the error, the message might make more sense to me than you. No guarantee's though
Colt0512 lähetti viestin:
If you can send me a picture of the error, the message might make more sense to me than you. No guarantee's though
I'll do that. Fingers crossed it's not an IP something lol. EDIT: It's actually working now for some reason. So don't worry. Thanks for helping and great mod!
Viimeisin muokkaaja on Krissy; 24.8.2020 klo 18.07
Colt0512  [kehittäjä] 25.8.2020 klo 4.07 
Ayy that's good to hear, and also quite bizarre.
Got an error message saying that I cannot have the UNSC factions as only USA and UAF are allowed to be present in the game

"APP ERROR: Invalid player army: [UNSC] present while only [random usa uaf] allowed (mp_game.cpp:553)"
Viimeisin muokkaaja on Jimbopowell; 29.9.2020 klo 12.22
Colt0512  [kehittäjä] 29.9.2020 klo 12.23 
Can you give me the exact setup of the match you were trying to play?
Hans 6.10.2020 klo 18.27 
AT grunts cant reload their fuel rods with the rpg ammo in their inventory
Viimeisin muokkaaja on Hans; 6.10.2020 klo 18.27
Colt0512  [kehittäjä] 7.10.2020 klo 5.44 
Thank you for the report! I've fixed it ready for the next update.
Hans 7.10.2020 klo 10.59 
Colt0512 lähetti viestin:
Thank you for the report! I've fixed it ready for the next update.
np <3
crashes in editor mode when i try to use reach armory
Colt0512  [kehittäjä] 12.10.2020 klo 4.31 
Yeah, they're someone elses work from an AS2 mod that I was going to convert to CtA, but decided against it and that I'd make my own versions in the future. So I'll probably just remove them from the mod.
Hi, just posting some bugs/quirks I found. Nice mod btw and thanks for your effort!
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.
Viimeisin muokkaaja on Brain Damage; 22.10.2020 klo 7.39
Colt0512  [kehittäjä] 22.10.2020 klo 7.44 
Thank you for these reports!
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
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