I don't think so no ![]()
Posts by Corwin
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Playing Enslaved right now. I love it very much! The perfect example of aesthetics being more important, way more important than graphics. This is truly the kind of game I'd like to work on some day

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http://www.indiegamethemovie.com/
Sounds interesting, if only for the fact that it may bring a bit of awareness and respect about/for the medium (although it'll probably not touch that much of a large audience.)
(Trailer's a bit gay though me thinks)
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Great stuff bro!
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Great, props for not giving up before

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Ok, I don't know for sure, but there seems to be delays in the ammo xml for A2AHomingMissile (in entities/items/ammo/vehicles/)
In particular:
But this should only affect the projectile that gets fired, not the delay before you actually fire. My guess is that in this case the projectile would spawn 0.1 seconds after firing, and probably only be visible after 0.15 seconds. Dunno for sure what these values do.There's also the auto-aim lock-time in the Sidewinder.xml file that I dunno exactly what it does. Do you have to keep aiming at the target for a while before you can shoot or something? If so it probably controls that delay (how long you have to keep pointing at target before shooting) Sorry it's been ages since I played Crysis.
If you want to be sure about this, my suggestion is to extract those xml files related to the sidewinder and place them outside the pak files but respecting the same paths (so it'd be in Crysis/Game/Scripts/Entities/etc.) That should force the game to use those files instead of the ones inside the pak files. Then tweak those values and see what they do exactly. (You'll have to restart the game/editor each time you change it)
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Well ok, replace "crytek" with "EA" in my post then

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I don't know if I can share the few infos we got at crytek, so I won't, but Froyok doesn't seem too far from the truth, except micro-transactions aren't the problem
Hopefully it'll be back on steam when valve and crytek figure out a way to be friends again -
Yup, the .pak files are just zips, so you can open them like zips. I think it should be something like GameData.pak/Scripts/entities/items/XML/weapons You should have all the existing weapons in there. If you're lucky, you can use the name of the VTOL weapon to listen to it.
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You could look into the GameData.pak or Scripts.pak archives and locate where the weapons are defined to find their appropriate names. Might be worth just opening the Equipment Pack editor and seeing if there's something that fits in the list of available items too. Sorry I never had to give a real good look at how weapons are defined in CryEngine, I just used them. :derp:
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Not entirely sure, I don't have Crysis installed to check it out. There's a node called Sensor or PlayerSensor, I think it's under Actor or Entity. Anyway, it listens to some predefined actions. If you're lucky there's something like OnShoot. With that node you can also know if the player has entered/exited a vehicle, so that if you can track shooting, you can stop it when the player exits the VTOL. Hope this helps!
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Lol, you mean the new offers and shit? Just go to Settings, untick the box called something like "let me know about special offers and news"
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Lol, they use both cloak AND hex-shapes. Thievery I say!

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Super Meat Boy with guns!

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Click on the "i" on screenshots.
Great content there my friend, awesome!
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You would probably need to include the libraries used in the prefab into your level before you can use it. For instance, if within the prefab there is an archetype of an explosive barrel, you need the library containing that archetype loaded. Loading libraries is done in the database view, in the first tab. It should be pretty easy to find which contain the models you need.
EDIT: Oops, sorry didn't see your last line up there
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The cheapest way to place static geometry is opening the Brush tab, choosing what you wanna place, and dragging it in the viewport.
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Yeah, they updated the website recently so all old links are broken. The tutorial section is there now: http://crymod.com/viewforum.php?f=291
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Quote from Vilham
Currently playing around with the AI in the cry editor. Anyone know a good tutorial for AI that is more indepth than:http://doc.crymod.com/SandboxManual/fra ... index.html
Im trying to do things like have AI starting in AA, patrolling round a base etc.
Head over to Crymod.com, there's a tutorial section in the forums with links to video tutorials, and I believe there's stuff like that (patrols, driving a chopper (same as driving an AA), etc. There's also some of them in the wiki of that same website.
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The MaxViewDistRatio can actually go up to 255. At 255, it will be visible from anywhere. Type the number instead of using the slider. 2 or 3 should be enough. The SpriteDistanceRation works like this: 0 = won't use sprites at all because the sprite shows up when the element disappears altogether; 0.5 = the sprites will show up only twice as far away than by default; 2 or more = the higher the value, the closer the models will turn into sprites.
Anyway, about that second issue, without seeing exactly what kind of seams you're talking about, it's hard to help.
It is common that the exact border between two tiles of terrain can be a bit hacky: procedural vegetation may not be spawned automatically right around that border, painting the terrain gets trickier because of those slight seams that appear along the edge, etc. If that is your problem (if your seams are very long and form a checkerboard), you can work around this by painting vegetation manually on top, or placing decals, etc. It's usually not that big of a deal.
If you haven't painted anything yet on your terrain though, this might be normal, it happens that when you create a new level only one of the tiles is properly textured so you have to paint it by hand everywhere to remove the seams (although you will paint by hand most of the playable area anyway).
Another thing you can do that usually helps is increase the resolution of the tiles (which makes painting materials on your terrain much more precise). To do so, I think you open the Layer Painting tab and there should be a button at the bottom, something like Change Tile Resolution. Click it, and you should see the borders between those terrain tiles now. Click on any of the tiles and it will prompt you for a new resolution. The higher the value, the more precise it'll be to paint, but the more it'll suck memory too. Usually just doubling the original value is enough (1024 instead of 512 for instance.) That makes it easier to paint details without being overkill.
I hope there's something in there that'll help. Otherwise, post a pic of that problem
