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Do incapacitations count as a soldier's kills?

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Pzt_Mac

Rep: 3.4


PostPosted: Sun May 15, 2005 1:02 am Post subject: (RegXtra Mod) Bug List Reply with quote

This is a great mod, L4W!  Really enjoying the mix of units in this one.

I've had a problem with the game crashing on me at the 00:00 mark, anyone experiencing this?

Also, a small point,  the Elephant's coax mg doesn't seem to have any ammo.
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Pzt_Mac

Rep: 3.4


PostPosted: Sun May 15, 2005 9:08 pm Post subject: Reply with quote

A couple of other things to report on:

The Allied rocket tank will only fire one rocket, then spends the rest of the time "reloading". Also, it's secondary MG never fires, it only reloads.

Thx,
Mac
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ANZAC_Lord4war

Rep: 3.5


PostPosted: Mon May 16, 2005 2:37 am Post subject: mmm Reply with quote

thanks for ur replies Mac!
the bug with elephant tank is correct.
it has the ammo reading there,but when u go to fire it on a target comes up as out of ammo.probably something simple.
couldnt find any of the errors u mentioned with the Caliophe tank.
when it fires it first salvo of rockets it actually fires 16 of them in quick fire sucession,looking to the naked eye like a single shot.but watch the ammo count,also if u have a target like an at gun or vehicle,u can see it exploding many times over when u get a direct hit with the rockets.
reloading time with the Caliophe tank for the rockets is extensive,it has to be like that not easy to get out of a tank and find 16 rockets lying around ready to go.
so pick ur targets with it carefully.
(i use it as a secondary tank,to come into a tank battle as the 2nd or 3rd tank in)
both the mgs r working on the Caliophe tank as well.i notice u have to keep the tank straight to have both mgs working.
Once again thank you for ur replies,and feel free to post anything u spot here.


Forget words,actions will show your true ambitions!The Battlefield,In many cases, the terrain of a battlefield can be the best resource a commander has. A clump of trees, an abandoned house, or a drainage ditch can all be powerful tools in the right hands
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Pzt_Mac

Rep: 3.4


PostPosted: Mon May 16, 2005 7:50 pm Post subject: Reply with quote

No, thank you! Smile

I see what you are saying about the Rocket tank. When I watched it fire it seemed that it only fired once, but truthfully I didn't watch the ammo on it, so I'm sure you're right. And whose to say that it should ever really be able to reload after it's first salvo. It probably never carried extra rockets on itself anyway, as you where saying. Hell, I'm just stoked it fires rockets! So will it fire 16 shots on the first go, or will it stop firing it's rockets if you put it on ambush real quick?

That secondary mg is a real mystery. All it ever said was "reloading". It didn't matter which way I turned it. I force fired it on targets and also kept it on defend with enemy units in LOS, but it just never wanted to open up. Maybe it was simply a case of "druken loader".

Mac
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ANZAC_Lord4war

Rep: 3.5


PostPosted: Sun Jun 12, 2005 9:41 am Post subject: mmm Reply with quote

elephant mg was fixed,simple error as well Embarassed


Forget words,actions will show your true ambitions!The Battlefield,In many cases, the terrain of a battlefield can be the best resource a commander has. A clump of trees, an abandoned house, or a drainage ditch can all be powerful tools in the right hands
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ANZAC_Lord4war

Rep: 3.5


PostPosted: Mon Jun 13, 2005 8:28 am Post subject: mmm Reply with quote

with the rocket tank,the 16 shots count as 1 shot.
so after the trigger is pulled there is no changing ur mind.


Forget words,actions will show your true ambitions!The Battlefield,In many cases, the terrain of a battlefield can be the best resource a commander has. A clump of trees, an abandoned house, or a drainage ditch can all be powerful tools in the right hands
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ANZAC_Lord4war

Rep: 3.5


PostPosted: Thu Jul 28, 2005 4:14 am Post subject: mmm Reply with quote

Ok thanks to a report from Boka/Dima.
it has been identified the usa garand grenades whilst working were not
giving an explosion on impact.
due to a digit being wrong in the weapons.adb.

This error was not picked up in time for the plugin with bokas sound in it.
so i have included the updated weapon.adb file in a zip for u to d/l and add.
simply make sure regxtra is unplugged

then unzip the weapons.adb into ur sys/packages/regxtra folder and
let it overwrite.

then plug in regxtra pick a garand team and test to see if grenades now have an explosive effect.



Weaponsadb.zip
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Forget words,actions will show your true ambitions!The Battlefield,In many cases, the terrain of a battlefield can be the best resource a commander has. A clump of trees, an abandoned house, or a drainage ditch can all be powerful tools in the right hands
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Archangel




PostPosted: Wed Aug 03, 2005 1:05 pm Post subject: Reply with quote

The garand grenade is working at 30+ meters now. But I have another question. The sound of the garand grenade is still the same when AI fires beyond 40 meters. I can see them revert back to garand bullets but when it shoots I hear the same sound of the grenade. Confused
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ANZAC_Lord4war

Rep: 3.5


PostPosted: Wed Aug 31, 2005 4:41 am Post subject: mmm Reply with quote

ye i havent found a way around that boka.
i notice dima has a 2nd rifle for firing grenades.
so he may have done that for the purpose of the sound.
i dont really want to do that,as it means the guy is carrying 2 rifles.
i could code the 2nd rifle as zero weight so pc would only think he is carrying 1 weapon.but soldier still has to switch between the weapons.


Forget words,actions will show your true ambitions!The Battlefield,In many cases, the terrain of a battlefield can be the best resource a commander has. A clump of trees, an abandoned house, or a drainage ditch can all be powerful tools in the right hands
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Archangel




PostPosted: Thu Sep 01, 2005 2:02 pm Post subject: Reply with quote

ah ok got it lord, thanks many Smile
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