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    Ferum

    @Ferum

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    Posts made by Ferum

    • RE: [Idea] Conquest/LTS map

      I was working some time ago on conquest mode (I’d really love to have this mode in Chiv as it’s one of my fav multiplayer gamemode), I had working recapturable zones, but got stuck on creating proper ticket system. Some of TO2 kismet work in a really weird manner. Could be I missed something, they could be broken too. http://forums.tornbanner.com/showthread.php/21438-Problem-with-Enemy-Kill-event-node
      My current fix to that resulted in multikills counting as 1 ticket, so not ideal. Maybe someone can find other way to detect players death, I couldn’t.

      posted in Chivalry Mods
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      Ferum
    • RE: The Skins.

      These are great, would love to see them in game. I like the eastern slavic/rus vibe in the first one.

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
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      Ferum
    • RE: Problem with Enemy Kill event node

      That’s a shame. I was afraid that would be the case, but silently hoped I just did something wrong. Hopefully these nodes will be fixed some time in the future.

      posted in General Ideas & SDK chat
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      Ferum
    • Problem with Enemy Kill event node

      Hey there!
      I’m trying to create Territory/Conquest gamemode in kismet in TO2 and I’m stuck on creating ticket system.
      I use Enemy Kill event to register whenever a player is killed, however how this node works confuses me.

      Here’s a screenshot of Kismet:
      http://i.imgur.com/IdtDs4Q.png

      There are two ways I tried to do it, both don’t work properly.
      First, I used Victim output, checked his team and then substracted from the pool of this team’s tickets. It works fine when victim is killed by one pawn. However whenever the victim is killed by more than one, let’s say one killer and 2 assistants, the event triggers three times and thus substracting 3 tickets.

      Second way was using Killer output. It checks killer’s team and substract ticked from the opposing team. Again when there’s just one killer it works fine, but when the killer had an assistant the event just doesn’t trigger, and no tickets are substracted.

      I’ve tried adding very short retrigger delay, but then multikills would count as 1 ticket.

      Any help on this would be welcomed.

      EDIT: This was tested with bots only.

      posted in General Ideas & SDK chat
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      Ferum
    • RE: A Forest map!

      Great job! Did you place the trees manually or through foliage tool?

      posted in Chivalry Mods
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      Ferum
    • RE: Chivalry: Medieval Warfare 2 Wishlist

      @Nexussfire:

      • Advanced combat mechanics : Environment affecting movement rate (snow, rain, muddy terrains etc)

      So much this. I would love movement system similar to M&B where you go slower uphill and faster downhill. Also rivers should slow down movement speed or make it impossible to sprint if it’s above knees. Taking strategic positions on top of the hill or an island on the river would make more sense then.

      I would also like to see formations like shieldwall more viable. Some kind of buff maybe, when several players raise shields next to each other.

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
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      Ferum
    • RE: Endless loading screen

      Yeah, I have the same problem. I dunno if the menu ever loads or not, but it’s faster to just kill the process and start the game again.

      posted in Technical Support
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      Ferum
    • RE: Change Weapons Node and Touch Trigger - will it blend?

      Thanks for the help, Rickvs!
      Well, that kinda sucks if it’s TO2 only. My map was supposed to be CTF/DM/LTS with weapon pick-ups like in Quake or UT. Is it possible to make TO2 run like CTF or LTS?

      posted in General Ideas & SDK chat
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      Ferum
    • Change Weapons Node and Touch Trigger - will it blend?

      I’m trying to change player’s weapon in certain weapon slot when he touches a trigger with Change Player Weapons node. The problem is this node doesn’t seem to be doing anything. Here’s kismet setup:

      As seen in the picture it activates alright. No weapon was changed however. I’ve tried to use Change Pawn Loadout node, though to my understanding it will change whole loadout, not just single slot. This node seems to be just killing the player. Not the best way to smoothly change weapons :|.

      Lastly, since it’s not worth creating separate thread for this, how does the Change Ground Speed of AOCPawn node work? I can’t get it to work also.

      Any help much appreciated.

      posted in General Ideas & SDK chat
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      Ferum
    • RE: Black material

      Glad you got it sorted out! It’s worth noting that this issue might appear not only on skeletal meshes but static as well.

      posted in General Ideas & SDK chat
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      Ferum