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Search found 110 matches

by killing time
Sat Mar 20, 2021 5:07 pm UTC
Forum: Ideas & Suggestions
Topic: make low aliens dangerous in their base, even to battlesuits
Replies: 9
Views: 1639

Re: make low aliens dangerous in their base, even to battlesuits

Gireen wrote:How would a second hit affect the length of the poison time?
Would the doubled poison only overlap for a short time until the first infection is over?


Maybe there could be up to 5 poison timers? And if all of them are already in use, a new bite replaces the one which would run out the soonest.
by killing time
Wed Mar 03, 2021 8:52 am UTC
Forum: General Discussion
Topic: AI improvements
Replies: 6
Views: 930

Re: AI improvements

I'm sure that the great majority of cases of bots getting stuck are due to deficiencies in the navmesh. I let marauder bots play for a few minutes on parpax and observed them getting stuck in two places visible in this screenshot below: atop the spherical structure on the left, and on the group of t...
by killing time
Wed Mar 03, 2021 2:47 am UTC
Forum: Ideas & Suggestions
Topic: make low aliens dangerous in their base, even to battlesuits
Replies: 9
Views: 1639

Re: make low aliens dangerous in their base, even to battlesuits

We could also have the poison damage being related to the number of hits. 1hit, 1dmg; 2hits, 3dmg; 3hits, 5dmg. I like this. The model could be like, poison damages you independent of armor, but a bsuit gets only 20% poisoned in one bite while a naked human gets 100% poisoned in one bite. And the D...
by killing time
Tue Mar 02, 2021 2:01 pm UTC
Forum: General Discussion
Topic: AI improvements
Replies: 6
Views: 930

Re: AI improvements

jump when you are on a small navmesh (that's already the case, but is too slow to trigger): it means you are on a box or in a hole Bots try to jump away when they have stayed within a small radius of an origin point for a long period of time. But adding something to detect small navmeshes could ind...
by killing time
Sat Feb 06, 2021 6:21 am UTC
Forum: Ideas & Suggestions
Topic: Have Human v Human battles or Team-deathmatch
Replies: 4
Views: 982

Re: Have Human v Human battles or Team-deathmatch

You can play (buggy) human vs. human or alien vs. alien battles right now at unv://165.22.158.175:27960
by killing time
Thu Jan 07, 2021 11:21 pm UTC
Forum: General Discussion
Topic: Here are some things I hope we can acheive in 0.52.0
Replies: 4
Views: 1162

Re: Here are some things I hope we can acheive in 0.52.0

The command for toggling first-person follow / chase follow / free-float is 0.51.1 is +button2. There is no bind menu entry for it. In 0.52 the command will be something else, I forget what, but there will be a bind menu entry for it. A server owner can require a password for all players by setting ...
by killing time
Sun Jan 03, 2021 7:04 pm UTC
Forum: General Discussion
Topic: Here are some things I hope we can acheive in 0.52.0
Replies: 4
Views: 1162

Re: Here are some things I hope we can acheive in 0.52.0

1. You can join by IP using the in-game console: /connect 1.2.3.4 Also, if you install using the Windows or Linux updater, it creates a protocol association which allows you to open URLs of the form unv://1.2.3.4 in a browser, which can be seen in action at https://unvanquished.net/servers. 2. What ...
by killing time
Wed Dec 02, 2020 11:56 pm UTC
Forum: Troubleshooting
Topic: Windows local game won't start
Replies: 8
Views: 2825

Re: Windows local game won't start

The local server usually works on Windows. Please upload the contents of My Documents\My Games\Unvanquished\daemon.log, after you try to start the server and then close the program.
by killing time
Mon Oct 19, 2020 4:47 am UTC
Forum: Level Design
Topic: How to change maps with layouts.
Replies: 1
Views: 1649

Re: How to change maps with layouts.

Neat. So one could consider closing off some areas via layouts to adjust maps for a smaller number of players. IIRC the map rotation config allows logic based on the number of players, which would work well together. Also we can create the master map with control zones for all possible structural el...

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