Friday, July 1, 2011

Enrich And Satiate Your Zeal To Demonstrate Mastery In This Game

Full Assist System Guide/Why Bosses Stop All of a Sudden/Making Quests Shorter/Enhancement Chance

Full Assist System Guide:
The Assist System has been designed by Nexon to allow players an invite of ONE random character.  That random character (Friend or Guild Member) is granted a chance to Revive or help players Proceed through dungeon maps.  The assist character is allowed to use any quickslot items to REVIVE,BREAKOFF,OR FULFILL A BONUS MISSION FOR THE PARTY.  HOWEVER, THE ASSIST IS UNDER THE TERMS OF THE OATH.
-Ex. say the oath is Equipment Destroyed < 5 Times (P)
(Note: the (P) symbol means the oath applies to all party members as a total; All players in the party must break no more than 4 pieces of equipment as a total.  If there is no (P) symbol, this means it applies to each player of the party.  Meaning 1 person if may break up to 4 pieces of equipment, player 2 is allowed to break 4 pieces of equipment, etc.)
     -An assist joins (Player X) and the total equipment destroyed is at 3 right now.  Player X accidentally breaks 2 pieces of equipment, making the oath of < 5 FAIL.
     -TRANSFORMATION DOES NOT COUNT IN BREAKING PIECES OF ARMOR.
     -Breaking a Shield counts (Unconfirmed)

SubCategory-Joining as an Assist
As terrible as the Joining assist system is right now, say for example we have 3 players.  Player 1, 2, 3.  Player 1 and 2 are in a dungeon and player 3 wants to assist.  Player 3 MAY ONLY ASSIST UNDER THESE CONDITIONS:
-If he has the mission (Sufficient Level)
-Player 3 must be logged on before the launching of the mission. If he logs out and re-logs during their mission he will not be able to assist through Friends
-Player 3 ON HIS SIDE may ONLY assist if he has Player 1 or 2 on his Friends list.  This way Player 3 is allowed to right click Player 1 and 2's name in friendslistand click Assist.
-Player 3 MUST have player 1 and 2 on his friendslist before they were launched into the dungeon.  If he adds player 1 and 2 during the mission, he will not be able to Assist them (His options will be grayed out)**
**By not being able to assist, this is only through means of joining by clientside of Player 3

SubCategory-Inviting an Assist
This is the more pragmatic way to invite an assist and is highly recommended rather than asking player 3 to right click player 2 and player 1's name through Friends List.  Player 1, the Host will be allowed to invite ANY character under these conditions:
-The Player must have the sufficient level/mission
-If the oath strains the # of members such as 4 or fewer players, a party of 4 will not be allowed an assist unless a player in that party leaves.
-Selecting the option in making boat to have only 1 or 2 players will also disable the ability to invite an assist if the party is full.
-If you are given the notice of "Cannot invite, party full" this means the party will have to drop 1 member and is not granted an assist until so.

SubCategory-Labyrinth/Raid Bosses as an exception
In Labyrinth there have been bugged moments where a party of 4 is allowed to have 1 assist.  However, if that assist leaves and the host attempts to invite another character, that character may be declined and the party will not be allowed to invite any more players.  Raid bosses may also follow this rule if the host attempts to invite different character names.
**This situation is considered more of a bug and may have to do with the console declining names in change_map server Svar.

Note: Assisting in some missions may be too difficult because the player may not spawn before the boss annihilates their Target Ragdoll, ai_bug_denote_connect.  Ex. Weeping Queen or Taking Initiative



Why Bosses Stop All Of A Sudden:
No. They're not retards. It's a looped command in source console.

CommandDefaultCheat?Help Text
_fov0Automates fov command to server.
_restartShutdown and restart the engine.
addipAdd an IP address to the ban list.
adsp_alley_min122None
adsp_courtyard_min126None
adsp_debug0None
adsp_door_height112None
adsp_duct_min106None
adsp_hall_min110None
adsp_low_ceiling108None
adsp_opencourtyard_min126None
adsp_openspace_min130None
adsp_openstreet_min118None
adsp_openwall_min130None
adsp_room_min102None
adsp_street_min118None
adsp_tunnel_min114None
adsp_wall_height128None
ai_actbusy_search_time10None
ai_ally_manager_debug0None
ai_auto_contact_solver1None
ai_citizen_debug_commander1None
ai_clear_bad_linksClears bits set on nav links indicating link is unusable
ai_debug_actbusy0YesUsed to debug actbusy behavior. Usage:
1
Constantly draw lines from NPCs to the actbusy nodes they've chosen to actbusy at.
2
Whenever an NPC makes a decision to use an actbusy, show which actbusy they've chosen.
3
Selected NPCs (with npc_select) will report why they're not choosing actbusy nodes.
4
Display debug output of actbusy logic.
ai_debug_assault0None
ai_debug_directnavprobe0None
ai_debug_doors0None
ai_debug_efficiency0None
ai_debug_enemies0None
ai_debug_expressions0Show random expression decisions for NPCs.
ai_debug_follow0None
ai_debug_loners0None
ai_debug_looktargets0None
ai_debug_los0YesHighlights what blocks (or is able to block) NPC line of sight.
ai_debug_nav0None
ai_debug_node_connectDebug the attempted connection between two nodes
ai_debug_ragdoll_magnets0None
ai_debug_readiness0None
ai_debug_shoot_positions0None
ai_debug_speech0None
ai_debug_squads0None
ai_debug_think_ticks0None
ai_debugscriptconditions0None
ai_disableBi-passes all AI logic routines and puts all NPCs into their idle animations. Can be used to get NPCs out of your way and to test effect of AI logic routines on frame rate


Starting with the commands of AI_
All those commands are looped in Hitbox for 2 players.  Normally the source console has to allow only 1 target hitbox.  But since Nexon has enabled the AI loop to take routes in 2 strings, that destroys the ability of the AI to recognize its target.
This happens in rare cases where the boss Attacks, then all of a sudden does not know WHO to Aggro.  Hence, it loops in AI command for a hexdigit of 2 or more and freezes.


Making Quests Shorter
Although many of you may know this already, there are several tips to shorten your mission time.
1. The fewer players you have, the less map changes there will be.
2. If selecting an oath, that restricts the # of maps to the party regardless of members

mp_logecho1None
mp_logfile1None
mp_maxrounds1Max number of rounds to play before server changes maps - New Source Engine.
mp_restartround1If non-zero, the current round will restart in the specified number of seconds - New Source Engine.
mp_stalemate_timelimit1Timelimit (in seconds) of the stalemate round. - New Source Engine.
mp_teamlist0None
mp_teamoverride1None
mp_teamplay0None
mp_teams_unbalance_limit1Teams are unbalanced when one team has this many more players than the other team. (0 disables check) -New Source Engine.
mp_timelimit0Game time per map in minutes.


Mapcycle.txt determines the # of maps and which ones to select depending on oath/# of players
Minimizing Oath and Players should allow only a few map changes
For ex. selecting Hero Mode Decisive Battle, Warrior's Challenge will only have 1 map change.

3. Surf against walls

4. - *How to Surf*

===============================================================================

Surfing only involves using A or D on your keyboard. And the mouse is to
steer your player in the correct direction. NEVER press W, only press S if you
need to stop in mid-air, for whatever reason or slow down on a ramp.

      /\ 
     /  \  
    /    \ 
  D/      \A
  /        \
 /          \ 
/____________\

When your surfing the left side of the ramp, ALWAYS hold D.
When your surfing the right side of the ramp, ALWAYS hold A.

When you transfer from ramp to ramp, avoid hitting the centre point of the ramp
If you hit the centre point of the ramp from a height you'll most likely die!

#####################
#Keeping Your Speed:# (Only recommended when you've learnt the basics)
#####################

-------------------
Whilst on the ramp:
-------------------
To keep your speed whilst on a ramp strafe your cursor downwards so you have
gravity acting on you. Here's an example:
  ____________________________________
 |                                    | Hit the ramp at x, and leave the ramp
 |                                 x  | at Z. This route means your always
 |                        <---        | going down the side of the ramp with
 |                <---                | most gravity acting on you.
 |        <---                        | For max speed hold down the opposite
 | z                                  | direction of the ramp your suppose to
 |____________________________________| be holding.

Don't go the opposite way from the lower part of the ramp to the upper part,
you will lose most of the speed you have doing it.

Still don't understand or having trouble? Refer to this website;
http://wiki.ehow.com/Surf-in-Counter-Strike-Source


---------------
Turning Corners (transferring from one ramp to another)
---------------

    To turn corners without losing any speed (yes it's possible) you have to
hold the direction your turning. E.g. When you come off a ramp towards the left
hold A (left) as long as you can just before you hit the next ramp. Just as you
hit the next ramp hold D/\A.

Remember while your flying through (meaning your not touching any ramps)
the air at great speed ALWAYS hold A or D, preferably the direction your
heading, if your heading straight it doesn't really matter which one you hold.


#####################
# Record Surf Time: # (For advanced surfers)
#####################

This part will give you tips on how to finish surf maps as fast as possible.

----------------------
Big Air Slows You Down
----------------------

    Going very high up in the air slows you down, as the target of surf maps is
to reach the bottom, doing loads of huge jumps is just going to slow you down.
The only reason you need to do large jumps is to cut corners and miss ramps and
parts of the map. So keep as low as possible.

-----------------------------
Missing Ramps/Cutting Corners
-----------------------------

Cutting corners gains you a good few seconds, but you'll need a lot of speed
to skip to begin with. Many ramps in surf maps you can just surf over, so don't
be scared to try it.

------------------------------------
Always aim downwards whilst on Ramps
------------------------------------

If you do this on every ramp on the map your speed will be constant. From the
second you hit the ramp from the second you come off it you must be aiming
downwards.

----------------------------------
Always Hold A or D whilst flying
----------------------------------

Whenever your doing a huge jump, ALWAYS hold the direction your going. I don't
know why but for some reason this helps you keep your speed.


===============================================================================

5. - *Battling on Ramps*

===============================================================================

- This section will explain all the best weaponry to use on surf maps.

When your sliding down ramps 90% of weapons won't work unless your right up
close to the enemy (about 1m-2m). I'll tell you which work whilst surfing.

-----------------------
Whilst surfing weapons:
-----------------------

 - Shotguns: -
    The #1 gun whilst surfing is the pump action manual shotgun (M3) it's
accuracy is amazing on ramps. It's pretty much just as accurate while surfing as
it is standing still. So if you intend to kill people who are surfing on the
same ramp as you, buy this gun. Costs $1,800 so it's nice and cheap and can be
bought even if your team is losing.

The automatic shotgun also works, but not as effective. It's no where near
as powerful as the manual, and your ammo is depleted about 5x faster.
Costs $3,000.

 - Rifles: -
    Some rifles can work whilst surfing, the auto snipers and CT's FAMAS.
The FAMAS which can only be bought by the Counter-Terrorists must be set on
burst-fire mode whilst shooting.
Auto snipers is just a 'spray and pray' without using the scope.

 - Sub Machine Guns: -
Sub Machine Guns CAN work, but are no where near as effective. The best way to
kill someone with an SMG is ram into their back and hold fire. SMG's are only
good because of their huge amount of ammo and rate of fire they have.

 - Pistols: -
Pistols are quite random, but the most effective one if the Terrorists glock.
It has burst fire so is more accurate than other pistols whilst surfing. The
Counter-Terrorists USP and the Desert Eagle have been known to work, but their
accuracy is quite random.

Using any other guns in a battle on a ramp is most likely will get you killed.

Feel free to experiment with other guns.
THIS GUIDE IS FROM COUNTER-STRIKE. SOURCE ENGINE USES THE SAME PHYSICS SV_AIRACCELERATE 100, 150, 1000

Enhancement Chances: THIS APPLIES TO ALL EQUIPMENT.

Dreamwalker Twin Swords +1
100% Success Chance
134 Weight, +6,050 Attack, +2 Max Durability
-15(-15)+50(+50)(+0)(+0)20,000
(20,000)
Dreamwalker Twin Swords +2
100% Success Chance
119 Weight, +6,100 Attack, +4 Max Durability
-15(-30)+50(+100)(+0)(+0)20,000
(40,000)
Dreamwalker Twin Swords +3
100% Success Chance
119 Weight, +6,150 Attack, +7 Max Durability
(-30)+50(+150)(+0)(+0)20,000
(60,000)
Dreamwalker Twin Swords +4
75% Success Chance
119 Weight, +6,250 Attack, +10 Max Durability
(-30)+100(+250)(+0)(+0)27,500
(87,500)
Dreamwalker Twin Swords +5
75% Success Chance
119 Weight, +6,350 Attack, +13 Max Durability
(-30)+100(+350)(+0)(+0)27,500
(115,000)
Dreamwalker Twin Swords +6
50% Success Chance
104 Weight, +6,450 Attack
+40 Damage, +12 Attack Speed, +17 Max Durability
-15(-45)+100(+450)+40(+40)+3(+3)35,000
(150,000)
Dreamwalker Twin Swords +7
50% Success Chance
104 Weight, +6,550 Attack
+60 Damage, +15 Attack Speed, +21 Max Durability
(-45)+100(+550)+20(+60)+3(+6)35,000
(185,000)
Dreamwalker Twin Swords +8
50% Success Chance
104 Weight, +6,700 Attack
+80 Damage, +18 Attack Speed, +25 Max Durability
(-45)+150(+700)+20(+80)+3(+9)35,000
(220,000)
Dreamwalker Twin Swords +9
40% Success Chance
104 Weight, +6,850 Attack
+100 Damage, +21 Attack Speed, +30 Max Durability
(-45)+150(+850)+20(+100)+3(+12)42,500
(262,500)
Dreamwalker Twin Swords +10
40% Success Chance
104 Weight, +7,000 Attack
+120 Damage, +24 Attack Speed, +35 Max Durability
(-45)+150(+1000)+20(+120)+3(+15)42,500
(305,000)
Dreamwalker Twin Swords +11
40% Success Chance
96 Weight, +7,200 Attack
+140 Damage, +27 Attack Speed, +40 Max Durability
-8(-53)+200(+1200)+20(+140)+3(+18)52,500
(357,500)
Dreamwalker Twin Swords +12
40% Success Chance
96 Weight, +7,400 Attack
+160 Damage, +30 Attack Speed, +45 Max Durability
(-53)+200(+1400)+20(+160)+3(+21)52,500
(410,000)
Dreamwalker Twin Swords +13
33% Success Chance
96 Weight, +7,600 Attack
+180 Damage, +33 Attack Speed, +52 Max Durability
(-53)+200(+1600)+20(+180)+3(+24)52,500
(462,500)
Dreamwalker Twin Swords +14
33% Success Chance
96 Weight, +7,850 Attack
+200 Damage, +36 Attack Speed, +59 Max Durability
(-53)+250(+1850)+20(+200)+3(+27)62,500
(525,000)
Dreamwalker Twin Swords +15
33% Success Chance
89 Weight, +8,100 Attack
+220 Damage, +39 Attack Speed, +66 Max Durability
-7(-60)+250(+2100)+20(+220)+3(+30)62,500
(587,500)

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