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Posted: 2014-02-23 17:35
by ElshanF
How's the gun with the flare coming along ? Also how far off are we to be seeing the Dutch & Syrian stuff to be implemented ? Same level as Falklands or what ?
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2014-02-23 17:40
by Mineral
ElshanF wrote:How's the gun with the flare coming along ? Also how far off are we to be seeing the Dutch & Syrian stuff to be implemented ? Same level as Falklands or what ?
Everything is implemented as soon as it's done and tested
Which often takes a while between a Dev highlight and actual implementation. Although I can tell that the FSA rebels should be good to go reaaaally soon
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2014-02-23 17:45
by RAWSwampFox
Good Afternoon,
Is there anyway to build in some kind of console command to display or monitor the Intel Points?
They are extremely elusive and even if you got the math right, people leave and join causing the math to be problematic.
Please advise.
Furthermore, the changelog states that one will be executed when they kill 4 or more civies within 10 minutes. I have not found this to be true. This is based on my CIVI playing over the past 4 months.
Lastly, while I agree that dropping your kit after your wounded is a bug, can this be fixed with the ROE component still in play? What I mean is, would I still be able to pick a standard kit, drop it, and one minute later become a CIVI? The reason I do this instead of the collaborator kit is 1) because of the costume, it is about deception 2) I can't swim as a collaborator.
-RAWSwampFox
Posted: 2014-02-23 18:28
by ElshanF
[R-CON]Mineral wrote:Everything is implemented as soon as it's done and tested
Which often takes a while between a Dev highlight and actual implementation. Although I can tell that the FSA rebels should be good to go reaaaally soon
Is that including the Syrian Army ? <3
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2014-02-23 18:34
by Mineral
Does it anywhere in that sentence mention the army? No? Then no.
<3
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2014-03-01 14:08
by Jacksonez__
I didn't really get the answer last time I asked this, but:
are you planning to implement a German Anti-air vehicle?
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2014-03-01 14:16
by CL0WN
what about colored smoke for the under barrel grenade launchers? i think it could be hekpful to mark enemy positions for other squads or even cas
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2014-03-02 18:56
by Rhino
Jacksonez__ wrote:I didn't really get the answer last time I asked this, but:
are you planning to implement a German Anti-air vehicle?
ehh, yes I did answer your last post...
[quote=""'[R-DEV"]Rhino;1980660']
As it says in the first paragraph of that wiki page:
In Germany, the Gepard was phased out in late 2010 to be replaced by "SysFla", a mobile and stationary air defence system using the LFK NG missile and the new MANTIS gun system. The mobile platform of SysFla will likely be based on the GTK Boxer.
Its also best to call them ADV, Air Defence Vehicles since AAV also means Amphibious Assault Vehicle, like the AAVP7A1.[/QUOTE]
As for a general German ADV, we aren't currently working on one. Mostly because the SysFla Boxer is mostly just a concept right now.
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2014-03-02 19:36
by MADsqirrel
Why not using a differnt Factions ADV as placeholder for the Germans, like the British one or the Avenger?
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2014-03-02 22:44
by Pronck
When can we expect a update to solve the one-shot kill bug? Because it has been quite a while since the last update, and this bug seems to be almost game breaking but yet there has followed no reactions on when it will be solved. Does this have anything to due with the updater or are the guys who make the updates already occupied with other things?
Pronk.
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2014-03-02 23:14
by Brainlaag
B.Pronk(NL) wrote:When can we expect a update to solve the one-shot kill bug? Because it has been quite a while since the last update, and this bug seems to be almost game breaking but yet there has followed no reactions on when it will be solved. Does this have anything to due with the updater or are the guys who make the updates already occupied with other things?
Pronk.
Ancient man is the one that preps all the updates to be uploaded to the launcher. He's currently busy afaik.
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2014-03-02 23:44
by Rhino
That, bandwidth issues and we also don't want to release another version with another thing seriously broken in it either, which when we find an issue, like the new laser system not working properly it means building another build and then getting that all tested again.
We are working on it guys, please just be patient.
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2014-03-04 04:05
by SIDEKILL3R
i got a question. Hey all you dev's this Friday you should all get online with me on either HOG or CIA server and join my squad and lets kick some A** i would really enjoy that
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2014-03-04 04:06
by SIDEKILL3R
we should have like a "play with the PR devs" on some days and you be the squad leaders and commanders on both side we join you. Just a random idea
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2014-03-04 04:50
by CR8Z
Are we going to get another podcast? Those were really cool and really appreciated.
Or are there bugs in the podcasts heretofore unbeknownst to us?
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2014-03-04 11:03
by =MeRk= Morbo5131
How about deviation brackets for training servers only (Training gamemode/kits?)? It'd help with any confusion players have about it. Ideally every bullet would be a tracer too, so you can clearly see where your rounds are landing.
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2014-03-04 11:46
by Mats391
=MeRk= Morbo5131 wrote:How about deviation brackets for training servers only (Training gamemode/kits?)? It'd help with any confusion players have about it. Ideally every bullet would be a tracer too, so you can clearly see where your rounds are landing.
Certainly not with all weapons as that would require to clone all the weapons/projectiles. But i could see a trainings-faction being done for that. With all the nice blue mags and all
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2014-03-04 13:22
by K4on
Isnt that just a simple HUD change? We changed a few lines of code for our 1.0 deviation testing.
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2014-03-04 13:25
by Rhino
[R-DEV]K4on wrote:Isnt that just a simple HUD change? We changed a few lines of code for our 1.0 deviation testing.
Not sure if we could do it on a map by map basis?
But anyways the idea of training maps/modes has been thrown around before and in the past we had training layers to Kashan etc but they where just misused by players
Its also quite late in the day for PR to have a training mode as such, with pretty much everyone knowing how to play the game fully and thous who don't get help for the most part from the 90% who know everything there is to know about the game
Re: Ask the [DEV]s a (?) - Part 2
Posted: 2014-03-04 16:40
by PricelineNegotiator
How many people have left the dev team after the 1.0 release? Are those devs now working on PR 2.0?