Livo on 15/1/2006 at 03:20
How much coverage does ADS offer exactly? In my gameplay experience, it covers a section slightly larger than JC's torso at the front. There has been many times where I've moved about 1-2 feet to dodge MJ12 rockets coming right at me and to my surprise, the rockets just fly right past without being detonated. It occurs even when at Level 3 and 4, and the readme says it just increases the detonation range when upgraded.
I particularly noticed this at Vandenberg where [spoiler]I had killed all of the guards except for the MJ12 commandoes in front of the lobby, before I activated the bots to destroy the remaining resistance. When one of my military bots was blown up after a few rockets from the MJ12 military bots and commandoes (I wanted to save my explosives at the time), I decided to protect the sole bot left with my ADS on, plus Speed and Ballistic augs. I only lost a few health points, but even standing in front of the enemy bots' rockets didn't detonate them that often[/spoiler]
Out of idle curiosity, would it be possible to tweak the radius of ADS or is it hard-coded?
Gingerbread Man on 15/1/2006 at 05:16
Aggressive Defense was always one of my indispensible augs. At the highest level, rockets and such will just detonate almost as soon as they're fired, it seems. Great when there are a heap of those commandos chasing you.
I'd imagine it's very easy to change the ranges. That's the beauty of UnrealScript and the way the engine handles things like that.
moop on 15/1/2006 at 07:07
Pardon me for asking, but you're not assuming that it works passively, right? You do need to activate it for it to work (unlike the datalink and IFF augs, which are always on).
If you do get it working right, you should find it very useful if you get into combat with enemies armed with rockets.
If you haven't already, you could set your augmentation keys to something other than F3, F4, F5... F12. If you play multiplayer games, binding your augmentations is essential to performing well.
Here is a link explaining basic through advanced keybinds:
(
http://www.unrealwiki.com/wiki/Binding_Keys)
Livo on 15/1/2006 at 08:25
I am using the bloody thing. I'm not one of those "lolol training is stupid wait how do you lockpick" n00bs :tsktsk: I found it quite handy when facing MJ12 commandoes and bots in Versalife, Paris, Vandenberg...you get the idea. However, most of those times where it was useful were in fairly confined areas where I didn't have much distance and/or room to merely dodge them.
My question was, even with it on and fully upgraded, it seems rockets only detonate when they are flying dead on towards me. I've had rockets miss me by only a few feet and explode on objects/people behind me, with my ADS on.
If you can do a demo file of your game like in Unreal/UT, I'll post a video to show you what I mean.
TheSheep on 15/1/2006 at 16:54
Looking at the code, it works like so:
It detonates a maximum of 1 projectile each 0.1 seconds. So, if 2 projectiles are headed simultaneously towards you, only one will be detonated at a time. If they're moving fast enough the second one could reach you in that tenth of a second, or at least get close enough to do some damage.
The ranges for each level are as follows:
Level 1: 160 game units (about 10 feet)
Level 2: 320 game units (about 20 feet)
Level 3: 480 game units (about 30 feet)
Level 4: 800 game units (about 50 feet)
To put this in perspective, the player is 94 units tall and 40 units "wide".
As to the matter of changing these values, your options are either a) tweak the script, and recompile the entire DeusEx.u package, or b) change the aug values on-the-fly using the console commands:
set AugDefense LevelValues(0) <new level 1 range, in game units>
set AugDefense LevelValues(1) <new level 2 range, in game units>
set AugDefense LevelValues(2) <new level 3 range, in game units>
set AugDefense LevelValues(3) <new level 4 range, in game units>
e.g. set AugDefence LevelValues(0) 500
You could bind these to a key to press at startup, but you'd have to execute it each time you load Deus Ex.
moop on 16/1/2006 at 00:28
Quote Posted by Livo
I
am using the bloody thing. I'm not one of those "lolol training is stupid wait how do you lockpick" n00bs :tsktsk: I found it quite handy when facing MJ12 commandoes and bots in Versalife, Paris, Vandenberg...you get the idea. However, most of those times where it was useful were in fairly confined areas where I didn't have much distance and/or room to merely dodge them.
My question was, even with it on and fully upgraded, it seems rockets
only detonate when they are flying dead on towards me. I've had rockets miss me by only a few feet and explode on objects/people behind me, with my ADS on.
If you can do a demo file of your game like in Unreal/UT, I'll post a video to show you what I mean.
Had to ask, no offense intended. You can make a demorec (if you don't have the broken engine.dll file which, for some reason can't properly record them) of your gameplay. Like you'd enter other text-commands, use
to start the demo,
and
to stop it. The file will be saved as
filename.dem in Deus Ex's System directory.
To play the demorec while in-game (save first, or you'll lose progress), just type
I can't even speculate yet as to why such a specific piece of game code would be consistently misbehaving while other gameplay remains unbroken... but the demorec might help.