Edited by Deathlike, 25 March 2015 - 07:23 PM.
Online Mechlab, Maps, Stats And Data
#1541
Posted 25 March 2015 - 07:22 PM
#1542
Posted 26 March 2015 - 02:01 PM
Edit: Oh, there it is... That was very odd - it didn't show up until I posted about it. If only other problems were amenable to this solution!
Edited by Void Angel, 26 March 2015 - 02:02 PM.
#1543
Posted 26 March 2015 - 02:12 PM
Deathlike, on 25 March 2015 - 07:22 PM, said:
The following data is available:
<Entity Name="1_ML_turret" Pos="2121.0723,3115.947,617.49921" EntityClass="WeaponTurret" EntityId="57" EntityGuid="47D633785B4F9A02" Layer="assault"> <Properties bEnabled="1" HitPoints="150" bIsCommunicationSystem="0" bIsPowerGenerator="0" TeamId="1"> <Assets TurretAMSAsset="Objects\weapons\turrets\turret_a_ams.cga" TurretBaseAsset="Objects\weapons\turrets\turret_a_base.cga" TurretTopAsset="Objects\weapons\turrets\turret_a_gun.cga"/> <Autonomous DeactivationTimeSec="20" ProximityActivationRange="400"/> <CocoonMode CocoonDamageMultiplier="0.01"/> <Editor Icon="Clouds.bmp" Model="Editor/Objects/Particles.cgf"/> <Effects DestroyedEffect="mech_effects.damage.explosion_a"/> <Range LongRange="270" MaxRange="500" MinRange="0" NullRange="0"/> <Tracking TrackingSpeed="200"/> <Weapons WeaponId0="1001" WeaponId1="1001" WeaponId2="0" WeaponId3="0" WeaponId4="0" WeaponId5="0" WeaponId6="0" WeaponId7="0" WeaponId8="0" WeaponId9="0"/> </Properties> </Entity>
so yes, the health is there.
#1544
Posted 26 March 2015 - 05:13 PM
smurfynet, on 26 March 2015 - 02:12 PM, said:
<Entity Name="1_ML_turret" Pos="2121.0723,3115.947,617.49921" EntityClass="WeaponTurret" EntityId="57" EntityGuid="47D633785B4F9A02" Layer="assault"> <Properties bEnabled="1" HitPoints="150" bIsCommunicationSystem="0" bIsPowerGenerator="0" TeamId="1"> <Assets TurretAMSAsset="Objects\weapons\turrets\turret_a_ams.cga" TurretBaseAsset="Objects\weapons\turrets\turret_a_base.cga" TurretTopAsset="Objects\weapons\turrets\turret_a_gun.cga"/> <Autonomous DeactivationTimeSec="20" ProximityActivationRange="400"/> <CocoonMode CocoonDamageMultiplier="0.01"/> <Editor Icon="Clouds.bmp" Model="Editor/Objects/Particles.cgf"/> <Effects DestroyedEffect="mech_effects.damage.explosion_a"/> <Range LongRange="270" MaxRange="500" MinRange="0" NullRange="0"/> <Tracking TrackingSpeed="200"/> <Weapons WeaponId0="1001" WeaponId1="1001" WeaponId2="0" WeaponId3="0" WeaponId4="0" WeaponId5="0" WeaponId6="0" WeaponId7="0" WeaponId8="0" WeaponId9="0"/> </Properties> </Entity>
so yes, the health is there.
If you can also map turrets being controlled by generators, that would be excellent. This is most notable on maps like Hellebore Springs (disabling the gens disable the turrets @ the gate... which is not true for Boreal Vault).
Edited by Deathlike, 26 March 2015 - 05:14 PM.
#1545
Posted 13 April 2015 - 11:33 PM
The new omnipods quirks include an 8-piece/entire set requirement for the bonus quirks. If you could list those as well, that would be greatly appreciated.
Thanks.
#1546
Posted 17 April 2015 - 07:47 PM
Just a note to say thanks for all of your hard work on your site. It has helped numerous mechwarriors.
#1547
Posted 29 April 2015 - 12:55 AM
Believe I have found a bug or stressed the Smurfy site a bit, I can no longer open my mechbay list. When I click it, nothing happens for a few seconds and then a red box appear on upper right with the text: "ERROR: Sorry mechbay could not be loaded."
Profile name is "Lan", I just tried it about two minutes prior to this post if you have logs. It may just be me having too many builds in the mechbay in order for it to load and it's really a timeout issue.
Can you take a peek?
#1548
Posted 03 May 2015 - 03:42 PM
#1549
Posted 03 May 2015 - 04:57 PM
#1550
Posted 03 May 2015 - 05:30 PM
JagdFlanker, on 03 May 2015 - 04:57 PM, said:
And yet the Phoenix Mechs were added well before they were part of the game files. I know that it's typically taken right from the game files, but that isn't the only way.
#1551
Posted 03 May 2015 - 06:34 PM
ShadowbaneX, on 03 May 2015 - 05:30 PM, said:
And yet the Phoenix Mechs were added well before they were part of the game files. I know that it's typically taken right from the game files, but that isn't the only way.
Smurfy hasn't played MWO in well over a year if not 2 years now so if you really, really want him to manually input everything into his website perhaps a very healthy donation would convince him to start typing : )
#1552
Posted 04 May 2015 - 03:55 AM
Also, I don't "really, really" want him to do anything. I was wondering if there was a chance it could happen. With this information I realize that the answer is "no" and that's completely fair.
#1553
Posted 04 May 2015 - 04:05 AM
Clan mechs would be hard to migrate once they went live. (because more than just the mech id changes)
I will have a look. Its quite a lot to do, because i need to create a bunch of fake xml files. I worked the last two days for around 8 hours on the mechlab rewrite and some performance/size improvements.
If i'm not mistaken it should be 2 files per variant, one per chassies. So 36 xml files in total
#1554
Posted 04 May 2015 - 04:41 AM
Desert Scout, on 09 October 2014 - 06:35 AM, said:
I was having trouble in the lab when dragging heat sinks into the build. The heat sink would turn white with no X option to delete. When attempting to drag another heat sink in, everything would turn blue as if I was selecting everything on screen. I logged out of the lab and signed back in thinking that might correct the problem. What I found was all my builds, maybe 60 or 70 where gone. Has anyone else had this problem? Not looking forward to rebuilding all my variants.
I have had this problem with weapons as well as heatsinks.
#1555
Posted 04 May 2015 - 04:44 AM
#1556
Posted 04 May 2015 - 06:03 AM
smurfynet, on 04 May 2015 - 04:05 AM, said:
If i'm not mistaken it should be 2 files per variant, one per chassies. So 36 xml files in total
If you are up for it, it'd be awesome but please don't put yourself out over this. Get to it if you want to get to it.
#1557
Posted 05 May 2015 - 01:15 PM
Lan, on 29 April 2015 - 12:55 AM, said:
Believe I have found a bug or stressed the Smurfy site a bit, I can no longer open my mechbay list. When I click it, nothing happens for a few seconds and then a red box appear on upper right with the text: "ERROR: Sorry mechbay could not be loaded."
Profile name is "Lan", I just tried it about two minutes prior to this post if you have logs. It may just be me having too many builds in the mechbay in order for it to load and it's really a timeout issue.
Can you take a peek?
smurfynet, on 04 May 2015 - 04:44 AM, said:
I took a look in the console aswell re what happens when I attempt to open the mechbay, tested on Firefox plus Chrome and got similar errors:
"Failed to load resource: the server responded with a status of 500 (Internal Server Error)
mechlab:1 XMLHttpRequest cannot load https://mwo.smurfy-n...echlab/mechbay. No 'Access-Control-Allow-Origin' header is present on the requested resource. Origin 'http://mwo.smurfy-net.de' is therefore not allowed access. The response had HTTP status code 500."
Edited by Lan, 05 May 2015 - 01:16 PM.
#1558
Posted 22 May 2015 - 06:39 PM
I bow in humble gratitude for the resource that you provide. I wouldn't be The Colonel, without the flexibility of the tools bestowed upon us with your benevolence. <O
But lately, I haven't been seeing any of the x-marks on the Battlemechs page, denoting which mechs have ECM.
Just an FYI!
#1559
Posted 25 May 2015 - 10:10 AM
Also, if you could update your C-bill and MC info for the gifted variants... that would be awesome.
https://mwomercs.com...mentstwo#grf-2n
https://mwomercs.com...ooster1#ctf-0xp
#1560
Posted 25 May 2015 - 01:11 PM
The TBR-S does not show any JJs in the list view
http://mwo.smurfy-ne...eavy_timberwolf
it only shows an "X".
it should show 5
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