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I think that soemthing like that was suggested before... making .ini longer is a great ideaYou can change the animation, just modfy POAI don't undestand some like 7. lol
Quote from: † on April 14, 2008, 01:25:20 pmTo sum up my point: We had a multipage debate about toilet padding. (Putting TP in the water so you don't get splashed.)And we still don't know if dead guys can keep a stiffy.
To sum up my point: We had a multipage debate about toilet padding. (Putting TP in the water so you don't get splashed.)
F12 for all.Also, I suggest we can modify the 'weight' of the bullet (For example, at 0 the bullet would just not fall at all. At negative values, it would go up ^_^
Quote from: Mastadi on April 14, 2008, 01:05:58 pmF12 for all.Also, I suggest we can modify the 'weight' of the bullet (For example, at 0 the bullet would just not fall at all. At negative values, it would go up ^_^This could be used for beam weapons if you would null out the bink and recoil. Might make for some potentially annoying weapons.
As always with ideas like this. F12. I damn need it.
I think there should be a damage calculator somewhere, lol.And I think that your idea is quite bad, unless you can turn it off in weapons.ini. It wouldn't make much sense if took more damage from acidic spray travelling at high speed than one traveling at low speed
Hmm, everyone's ideas are also good, such as the "bullet weight" thing that would determine the angle of the bullet rather than have the bullet speed determine that as well.And I think it'd also be a good idea if the damage would become purely based on the "Damage" value, its pretty hard to calculate with speed affecting the damage at the same time.
I attend grammar school, last grade, and ignorance is all around me. Well, good for them. Ignorance is bliss.
Actually, speed is vital. See, otherwise bullets wouldn't lose damage as the speed goes down. Which would suck.
Oh, and also another stat - ricochetabillity The higher the value, the bigger the angle the bullet after the hitting the polygon will recoil.
Enginestart - the distance after the engine of rocket bullet would start (javelin).
Quote from: PaFel on April 16, 2008, 07:47:27 amEnginestart - the distance after the engine of rocket bullet would start (javelin).Hmm I don't understand that one, can you explain?
You have rocket launcher. You fire it. The rocket flies from it slowly, falling don a bit. After few meters the main engine starts and it flies fast.
Ahh, from this description I understand what I means now.So, basically, having the option of a bullet starting out slow, then gaining speed as it travels (an idea on how this could be done). Or to start slow, then after a time or distance limit, it will suddenly move fast (that is what you're talking about).That would be a great idea.
Quote from: STM1993 on April 16, 2008, 07:49:38 amQuote from: PaFel on April 16, 2008, 07:47:27 amEnginestart - the distance after the engine of rocket bullet would start (javelin).Hmm I don't understand that one, can you explain?You have rocket launcher. You fire it. The rocket flies from it slowly, falling don a bit. After few meters the main engine starts and it flies fast.HereandHere
That would be AWSUM but not in LAW, it's diffrent weapon so F11.