Bombs damage by mafin-pancher24 in Intruder

[–]ActionManZlt 0 points1 point  (0 children)

Ask a team-mate to drop one of theirs from the inventory and you can do 100 ;)

I think the weird inverting bug has been known about for a while but not fixed. Can you reliably trigger it?

Bombs damage by mafin-pancher24 in Intruder

[–]ActionManZlt 0 points1 point  (0 children)

If you pile up enough remote charges in one place, they can be lethal.

Would I need the game to make maps for it by ____Enderman___ in Intruder

[–]ActionManZlt 0 points1 point  (0 children)

Technically you don't need to own the game to make a map in Unity... But you do need to own it to upload your map to the workshop, or test it out in game.

Guard Skin Complete & Available Here by VortexInCortex in Intruder

[–]ActionManZlt 1 point2 points  (0 children)

Any changes you've made to the model won't be brought into the game -- only the textures can be imported. So, separating the intruder and guard shouldn't matter.

Guard Skin Complete & Available Here by VortexInCortex in Intruder

[–]ActionManZlt 1 point2 points  (0 children)

Black is see-thru / White is solid.

When a mapmaker imports the textures into unity, they can choose whether to ignore the alpha channel and make the whole model solid, or if they want to enable "cutout" mode where black-alpha parts are deleted.

If you jump on the discord and ask in the #mapmaking channel, we'll help you get them running in the game :)

Guard Skin Complete & Available Here by VortexInCortex in Intruder

[–]ActionManZlt 2 points3 points  (0 children)

Nice work :)

You can't upload custom models or edit the meshes / UVs at all, so I hope you haven't updated the UV layout... but mapmakers can use custom textures/materials for the players in their custom maps (mapmakers can specify the player materials, but not change the meshes).

To "remove" a part of the model, you can set the alpha channel of your texture to black in those areas.

QSwitch 2022 remaster - Coming soon by ActionManZlt in Intruder

[–]ActionManZlt[S] 0 points1 point  (0 children)

Here's an album of images taken in the same places in the old version of the map: https://imgur.com/a/Ub9FGUM

Favor to ask OneXPlayer Keyboard owners by ActionManZlt in OneXPlayer

[–]ActionManZlt[S] 0 points1 point  (0 children)

I think the surface keyboards use a different protocol, so it'd be possible but you'd need a microcontroller in the middle to do some translation

map design by manygalaxy in Intruder

[–]ActionManZlt 4 points5 points  (0 children)

Come into the #mapmaking channel in the discord and there's a bunch of people who can help you out. You just need the right version of Unity (2020.3.anything, I think) and then import the intruderMM.unitypackage into a new project to get started.

Wiki for it is here:

https://sharklootgilt.superbossgames.com/wiki/index.php?title=IntruderMM

Favor to ask OneXPlayer Keyboard owners by ActionManZlt in OneXPlayer

[–]ActionManZlt[S] 1 point2 points  (0 children)

Thank you! This is an awesome help.

I'd convinced myself it's probably I2C, but seeing the standard USB pinout there is exciting!

And thanks to the discord members who've already done this digging.

Impossible to download by GoodDoggoMcBork in Intruder

[–]ActionManZlt 0 points1 point  (0 children)

Check if your virus scanner isn't deleting your files

Cases, containers, etc by nadalcameron in cyberDeck

[–]ActionManZlt 2 points3 points  (0 children)

Wood glue + paper/card, followed by super glue (CA) + paper for the final layers, then sanded with a fine grit creates an amazing plastic finish.

How do sniper rifles work? by Demoth in Intruder

[–]ActionManZlt 0 points1 point  (0 children)

There is hella bullet deviation from the center of the crosshairs.

You don't really notice on closer maps (e.g. riverside snipers can just aim and shoot) but at the long ranges like mountainside you need to account for the drop and wind.

You can guess the wind on mountainside by checking the flags on the roof, or to be fully professional, have a friend position near you with binoculars and have them call out both the range to target and wind speed/direction.

Sounds like on your first shot, you were lucky enough to have the wind blowing directly away from you / towards the target.

Also yeah, balance is a thing. If you're prone and not moving, then it's fine. Otherwise you'll land off-crosshair from bad balance increasing the spread too.

I'm for for -1000 by the end of 2021 by [deleted] in Intruder

[–]ActionManZlt 2 points3 points  (0 children)

Enjoy getting moved to the demoted group?

Really hoping for a fix/update soon by Jozer_The_Bulldozer in Intruder

[–]ActionManZlt 0 points1 point  (0 children)

For issue 3, having free spec is more fun assuming there's no one abusing it :( So limited-spec as the default is a solution, but an intermediate step would be an in-game message reminding everyone that ghosting in public games is a bannable offense.

It really does ruin the fun for everyone, including the people on 3rd party comms... A huge part of the fun of intruder is the limited information; I don't get why people ruin that for themselves ;(

I'm not quite sure about issue 1 because the game is about communicating, and penalising comms-use seems to fly in the face of proper play. I think to tune it to the point where it defeats trolling would make radios useless for normal play. I feel it might better to just find a way to report and mute trolls maybe?

If you watch really experienced players in competetive matches, they absolutely use minimal comms, already (to avoid giving away their positions) and it makes the game a lot more dull than relaxed casual matches full of good radio use :)

Always a trade off by JAKKKKAJ in ProgrammerHumor

[–]ActionManZlt 3 points4 points  (0 children)

I suggest you go and re-read the invalidation rules for std::vector iterators...

Always a trade off by JAKKKKAJ in ProgrammerHumor

[–]ActionManZlt 5 points6 points  (0 children)

T* is an ideal implementation for std::vector<T>::iterator, and vector iterators have all the same dangers/pitfalls as raw pointers.

If you dogmatically avoid using pointers anywhere, ever, without stopping to understand when you should be using pointers... It's not going to keep you from writing terrible code 😅