Lol, you flatter me.
Anyway, with some AI coding help from Kysterama, I've tested the system on SP with 64 bots spawning in at once at the start of the round. All 32 bots on my team received the correct kit as far as I can see. So this should function without problems in multiplayer. :yay:
Yep, once again releasing the mod and playing on a full server brought some gameplay issues up. I agree that some maps that used to work well with 1.5km view are now utterly crap (wake for example). Commanders are another thing. They were always disabled but I wanted to see how it works out with just supplies and vehicle drops. Not that good as it turns out, so I'll be removing them again. You don't need the supply boxes for scope/ammo changes anymore, so there's really not that much use. And the manual spot is a bit unfair of course. :)
I don't intend to remove the spotting ability from the 'Q' menu. We tried that in 1.0, you could only spot as spotter, with your binos out. People without a good spotter SL (to set attack markers) were just running around clueless. Hell even I had trouble finding targets, so imagine how much worse it was for the noobies. I prefer an artillery game (that's all sniping is eh) over an uber-stealth game where you cannot find someone for 5 minutes straight.
As for the vanilla/AIX rifles, I'm utterly crap at modelling so I won't be fixing them until Dice or Kysterama does that for me. :laugh:
Anyway, with some AI coding help from Kysterama, I've tested the system on SP with 64 bots spawning in at once at the start of the round. All 32 bots on my team received the correct kit as far as I can see. So this should function without problems in multiplayer. :yay:
Yep, once again releasing the mod and playing on a full server brought some gameplay issues up. I agree that some maps that used to work well with 1.5km view are now utterly crap (wake for example). Commanders are another thing. They were always disabled but I wanted to see how it works out with just supplies and vehicle drops. Not that good as it turns out, so I'll be removing them again. You don't need the supply boxes for scope/ammo changes anymore, so there's really not that much use. And the manual spot is a bit unfair of course. :)
I don't intend to remove the spotting ability from the 'Q' menu. We tried that in 1.0, you could only spot as spotter, with your binos out. People without a good spotter SL (to set attack markers) were just running around clueless. Hell even I had trouble finding targets, so imagine how much worse it was for the noobies. I prefer an artillery game (that's all sniping is eh) over an uber-stealth game where you cannot find someone for 5 minutes straight.
As for the vanilla/AIX rifles, I'm utterly crap at modelling so I won't be fixing them until Dice or Kysterama does that for me. :laugh:
The new spawn interface is outstanding, and I'm happy to help you test.










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