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Discuss.
Itâs Halowette.
its just (the) good old wolfer
@gpkgpk beat u to it
Oops sorry, canât delete the other one. I can alert a mod to wipe it
and leave copypasta here:
CopyPasta
SUMMONS
Scab Radio Operator, Mass 5, 2000 HP, Flak armor except for head+upper legs unarmoured.
Seems he can SUMMON OTHERS (see vids).
So, uh, is it too late to ask them to change it to âVox Operatorâ
Cause thatâs a Vox-Caster. The ones we can wear in-game are called Vox-Casters. The ones in the tabletop are called Vox-Casters.
Its not a big deal, and Iâm sure as hell not gonna throw a fit if it stays âradioâ or anything. But little touches like that are nice to see.
I did purchase the darktide mini box and the 10 chaos cultists does have one thatâs a radio operator. Not that it means anything.
Itâs probably an internal name getting leaked. Crushers were called Executioners in the same fashion iirc.
The current localized display name is indeed is âScab Radio Operatorâ as in your screen snippet.
display_name = "loc_breed_display_name_renegade_radio_operator",
The âexecutorâ is still there in the breed (enemy) internal name for crusher and mauler, but nothing prevents them from renaming the display name later as you said.
Not sure how theyâre gonna make this one interesting with how the game is already fully balanced around just spamming enemies at you. Just a few more enemies wonât be that interesting, looks like it wonât be much more than a glorified gunner with a bit more enemy spam that comes along with it.
That is of course assuming the mechanic isnât a very rough WIP. So far every time I thought âconcept has potential, surely theyâll flesh it outâ they proved me wrong though.
Seems like he summons a Trapper, a Sniper and a few Shooters. Could be cool, would be better if there was a smoke bomb effect when they spawned that gave them brief cover to take up positions.
How you ask? Picture this: his shout gives off VoC stagger in an unreasonably large 360° radius. In the middle of a Bull Rush? Staggered. Using Shroudfield to dump agro on teammates? Staggered.
What could go wrong?
Prob a bit diff on a live match vs. grinder?
Probably a bit different, I like the idea of a Sniper being part of the squad though so hopefully that remains the same.
Ah sorry, I should have been more clear, I mean the way they spawn in regards to the positions of the summoned minions.
I think itâs this stuff looking for good spawn positions the grinder not really having any:
BtSummonMinionsAction._summon_minions = function (self, unit, breed, blackboard, scratchpad, action_data, dt, t)
local side_system = Managers.state.extension:system("side_system")
local side = side_system:get_side_from_name("villains")
local enemy_side = side_system:get_side_from_name("heroes")
local nav_world = scratchpad.nav_world
local success, random_occluded_position, target_direction
for i = 1, DEFAULT_TRIES do
local occluded_spawn_range = DEFAULT_OCCLUSION_SPAWN_RANGE[i]
success, random_occluded_position, target_direction = self:_try_find_occluded_position(nav_world, side, enemy_side, occluded_spawn_range, true, nil, nil)
Iâm too tired and lazy to check in solo mode butI think they will find better spots on a ârealâ mission map.
BtSummonMinionsAction._try_find_occluded_position = function (self, nav_world, side, target_side, occluded_spawn_range, try_find_on_main_path, optional_main_path_offset, optional_disallowed_positions)
local target_side_id = target_side.side_id
local main_path_manager = Managers.state.main_path
local nav_spawn_points = main_path_manager:nav_spawn_points()
local target_unit, travel_distance, path_position = main_path_manager:ahead_unit(target_side_id)
if not target_unit then
return false, nil, nil, nil
end
local wanted_position
if try_find_on_main_path then
local main_path_offset = optional_main_path_offset or DEFAULT_MAIN_PATH_OFFSET
if type(main_path_offset) == "table" then
main_path_offset = math.random_range(optional_main_path_offset[1], optional_main_path_offset[2])
end
local main_path_distance = math.max(travel_distance + main_path_offset, 0)
wanted_position = MainPathQueries.position_from_distance(main_path_distance)
else
wanted_position = path_position
end
local only_search_forward = false
local random_occluded_position = SpawnPointQueries.get_random_occluded_position(nav_world, nav_spawn_points, wanted_position, side, occluded_spawn_range, 1, MIN_DISTANCE_FROM_PLAYERS, nil, nil, only_search_forward, optional_disallowed_positions)
if not random_occluded_position then
return false, nil, nil, nil
end
local to_target = wanted_position - random_occluded_position
local target_direction = Vector3.normalize(to_target)
return true, random_occluded_position, target_direction, target_unit
end
Or you knowâŚ
Hmm, not so sure tbh. Fatshark is big into adding thing to the game which never release
I did it, I flagged my own topic and got it removed. Iâm now part of a not so exclusive club, see Marx bros quote.
New enemy type is always welcome, Really hope this is a placeholder tho.
Usually, this type of enemy in horde shooter game are not active fighter.
Giving the operator a heavy gun is just uninteresting to me, being able to call others is a threat in itself. Laspistol would work for me if they really need to have a gun.