Fire for effect released!
Posted: Sun Feb 27, 2005 5:26 pm
Hi,
This is my newest creation: a mod that brings Wolfenstein: Enemy Territory-style support fire to MoHAA!
Newest release: 0.9.3 (22.05.2005)
Fetch it at my site (might be down sometimes).





Cheers,
Rookie One
This is my newest creation: a mod that brings Wolfenstein: Enemy Territory-style support fire to MoHAA!
Newest release: 0.9.3 (22.05.2005)
Fetch it at my site (might be down sometimes).
- 0.9.3
- added earthquakes,
- added a waitframe to the grenade catch net - a possible fix for the server crashes (hopefully :S),
- the explosion lead-in sounds are now stopped at the moment of the impact, as it would sometimes happen that they still play after the boom.
0.8 - fixed a bug that would make the instructions not appear until a map restart (thanks to SuperTank.17 for pointing this out),
- fixed a bug in the xzones tracing method that wouldn't let calling fire support anywhere (again thanks to SuperTank.17 for pointing this out),
- optimized the zones tracing method to reduce server load,
- a custom state file is used now to detect binoculars clicks - the map scripts don't need to be modified anymore,
- added a few z's to the name of the .pk3 to make sure FFE replaces Stielhandgranaten as people would often complain that smoke grenades don't work,
- as the 3-explosion airstrike didn't go very well with ET, you can now choose between a 6-explosion and a 3-explosion airstrike via the configuration file - set it to your liking,
- fixed a bug of airstrike explosions appearing at ( 0 0 0 ) if they were supposed to go out of bounds - now they just don't appear at all,
- removed the console shutdown feature as it didn't work very well,
- code reorganisation.
0.7 - reduced the explosion knockback multiplier as bodies were flying everywhere around the map,

- fixed a preset loading routine bug that would cause the mapname to be read as "getcvar",
- there are now 3 explosions in an airstrike instead of 6, but they are HUGE,
which conpensates well for the small number; matches WolfET better; also improves performance, - artillery marker won't kill you now - it deals a random damage from 15 to 25; matches WolfET better,
- improved damage dealing routine for better performance.
0.6 - unused code removed,
- improved player handling - the previous version, in extreme conditions, could crash the server at times if lots of players left their teams while spectating or dead,
- map preset is now case insensitive, so it will work if the mapname cvar is not lower case,
- pain indicator now works fine when killed by an explosion.
0.5 - fixed a power timer bug that allowed instant power after calling an airstrike,
- gave up on trying to simulate a weaker grenade explosion...

0.4 - a distance check is performed before sighttracing from an explosion to player to save server system resources,
- fixed the unlimited number of airstrikes bug,
- most of the script_origins are now not broadcasted to the clients to save bandwidth,
- fire effect removed from the explosions, as they caused huge FPS drops and lag,
- reduced the number of smoke entities spawned - they'd had eaten bandwidth,
- you can now shut the script down using the ffe_shutdown cvar,
- Axis players won't be left with 1 grenade against Allies' 6 (or 3, if realism is installed) on non-FFE-enabled maps,
- fixed a bug that printed NIL to player when he threw a smoke grenade and went spectating immediately,
- changed the "insufficent fire support" message for air support to "too many airstrikes requested",
- improved handling of the grenade projectiles,
- a new, neat instructions message.

Cheers,
Rookie One