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RUNNING WITH RIFLES Multiplayer

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PostPosted: Tue May 21, 2013 5:11 pm 
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Joined: Sat Mar 02, 2013 8:18 pm
Posts: 28
I've been playing the latest version and it appears that none of (or so few i dont even notice) spawn with vests OR Medikits?

Is this a bug of some sort?

Edit: Oops I think i posted this into the Wrong thread, should possibly be under Support, if a mod or Dev could fix this it'd be much appreciated.


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PostPosted: Tue May 21, 2013 5:18 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
They should have plenty of medikits, but none of them have a vest. We are saving AI vest usage to something else and try to keep it from happening randomly and too frequently.

You can also press F9, for now, to check what your squad is made of. They should report the tags from their loadout this way. I at least had a medic join me all the time on Invasion while testing the cargo truck objective earlier today, got saved multiple times.

I'm guessing you don't have any mods on?


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PostPosted: Tue May 21, 2013 5:24 pm 
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Joined: Sat Mar 02, 2013 8:18 pm
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pasik wrote:
They should have plenty of medikits, but none of them have a vest. We are saving AI vest usage to something else and try to keep it from happening randomly and too frequently.

You can also press F9, for now, to check what your squad is made of. They should report the tags from their loadout this way. I at least had a medic join me all the time on Invasion while testing the cargo truck objective earlier today, got saved multiple times.

I'm guessing you don't have any mods on?


I don't have any mods on, but it just appears that very few have them, i'll recheck the commonness value of the medikits to make sure i didnt accidentally change it.

Edit: just checked and forgot that i did change it, but the main question was why they didnt have any Vests, and thank you for quickly replying and solving my problem, RWR is one of my Favorite indie games, introduced about, 6-7 of my friends to the game and they all love it!

Thanks alot!


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PostPosted: Tue May 21, 2013 6:50 pm 
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Joined: Tue Jan 03, 2012 9:58 am
Posts: 1662
Location: Western Europe
setting a small probability for an AI soldier to spawn with a vest could be something done in a future patch.
The thing is that we wouldn't want people to abuse the "wounded" state of an enemy to concentrate on knifing him and so get the bonus XP multiplier.
If it could be set that you wouldn't get any XP from killing a wounded soldier then I could see a few vests here and there.


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PostPosted: Tue May 21, 2013 7:24 pm 
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Joined: Mon Jun 27, 2011 11:59 am
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I'd mostly let certain "special" bots use vests, maybe related to a potential man-hunt objective, or in some sort of boss-fight stage where a group of bots with vests, rare weapons and boosted accuracy would need to be confronted.

Technically it's also possible to make weapons shoot bullets that only wound, without involvement of vests, but too bad it's currently one or the other, there's no way to set a bullet both wounding and killing and base the outcome on level of lethality of hit; probably this will be made possible later, if not for vanilla, then for mods.

Maybe the outer region of a grenade blast could also be configured to wound or stun rather than kill, like suggested some time ago.


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