Green Berets 1.2 Problems

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Platinum
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Green Berets 1.2 Problems

Post by Platinum »

I just tried playing the new Green Berets 1.2 version where you don't need the old bungie patch to play. The tagset and solo meshes seem to work fine thus far (I only played the first level), but I tried to use the tagset on solo maps or multi maps, and it doesn't work.

For instance, on Stair of Grief, I had all my units, plus one Berserk. The Zerk was the only unit that could move around, all the other units were stationary and couldn't move. The same was true for the enemy's army, they just sat in formation at their starting locations.

On Walls of Muirthemne, I got 4 trows to start out with (with the tagset on), and nothing parachuted down or anything, so naturally the mission reverts to failure.

Just wondering if this was the final release version of this plugin or if it was only designed to work in itself without the aid of that prior 1.3 patch.
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Pyro
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Re: Green Berets 1.2 Problems

Post by Pyro »

I don't think it was designed to work with other stuff, but someone could likely made a tagset for the tagset to make it work that way.
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Re: Green Berets 1.2 Problems

Post by vinylrake »

It's the GreenBerets solo plugin - it lets you play the GreenBerets solo campaign and GB coop maps.

Bungie Myth Solo maps use custom units and rely on specific units having certain abilities (like pathfinders), you can't just active a non-Bungie unit set and have it work. Some levels (the ones that don't rely on special units or specific unit abilities) will usually work well, others won't. Unit sets that DO work on all Bungie solo levels have been modified specifically to work on the regular Bungie solo levels.
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Re: Green Berets 1.2 Problems

Post by Jon God »

I didn't test it much as a single player tagset, but I'd assume special cases such as that would be a problem.

It should however, work for multiplayer maps.

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Platinum
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Re: Green Berets 1.2 Problems

Post by Platinum »

Actually I also noticed that your guys only shoot when you make them shoot. Even if a bunch of enemies are right in front of them, they don't auto-shoot them. Its kinda like D Deadfall hunting where you have to keep clicking on enemies. Not necessarily a bad thing but it shouldn't play like that...
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Re: Green Berets 1.2 Problems

Post by GodzFire »

Yes, I agree DeadFall seriously need to make it so units will autofire when an enemy is in range.
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Re: Green Berets 1.2 Problems

Post by Jon God »

Platinum wrote:Actually I also noticed that your guys only shoot when you make them shoot. Even if a bunch of enemies are right in front of them, they don't auto-shoot them. Its kinda like D Deadfall hunting where you have to keep clicking on enemies. Not necessarily a bad thing but it shouldn't play like that...
That's how it originally was. Oz asked me not to change that, so I didn't.

As for Deadfall, it is done that way by choice as well, you end up shooting your teammates all the time if you switch it to normal behavior.

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Re: Green Berets 1.2 Problems

Post by vinylrake »

Not that my opinion holds any weight, but I support Oz and JG's decision to remove autofire.

Especially in games where every unit has a long-range weapon, autofire can be a bad thing. I still get shot by friendly-fire a lot in Deadfall even without autofire, but I guess that could be more a reflection on how my teammates feel about me than it is a function of the units.
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Re: Green Berets 1.2 Problems

Post by GodzFire »

Well it's not fun either when a zombie gets close to a unit and attacks it, and the unit just sits there like an idiot till it dies instead of defending itself.
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Re: Green Berets 1.2 Problems

Post by Jon God »

GodzFire wrote:Well it's not fun either when a zombie gets close to a unit and attacks it, and the unit just sits there like an idiot till it dies instead of defending itself.
Blame the game itself.

Here are a plugin maker's options:

A. Let them auto attack, and often kill each other. Really really frustrating if you've been playing for a while, and one of your units auto attacks and kills one of your units, or a teammate.

B. Don't let them auto attack, and enemies will run up an kill you, if you are not babying your units.


I feel like B is probably the best option, and is far less frustrating, it just means learning to play the game a little differently.

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Re: Green Berets 1.2 Problems

Post by vinylrake »

it's annoying as hell when a unit dies because it doesn't defend itself, but the alternative is far worse - especially when units don't have a non-explosive attack.

Deadfall requires micromanagement, the same way some other conversions do - no one forces you to play Deadfall, if you don't like micromanagement don't play it. I don't like WWII in general for the same reason - too much micromanagement for an easily distracted person like me to be good at, but I like Deadfall so much I can deal with the micromanagement. I kill enough friendly units when I _am_ micromanaging, I would never be able to find a game to join if Deadfall had autofiring units.
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Re: Green Berets 1.2 Problems

Post by GodzFire »

Time to add more code into 1.8 to fix this! :-)
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Re: Green Berets 1.2 Problems

Post by vinylrake »

Time to stop the madness. Let's not turn Myth into a brain-dead game that requires nothing more then sitting watching your units.
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Re: Green Berets 1.2 Problems

Post by GodzFire »

Hah there's a BIG difference between what I'm asking and what you are saying.
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ozone
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Re: Green Berets 1.2 Problems

Post by ozone »

Ive always wanted the option to turn "friendly fire" off or on. This option/flag could be set either by the host or by the creator of the plug. I know it probably won't happen but I can dream...right?
do it.
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