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Soldatserver again doesn't start for the first time, when soldat running in the background.
- Added basic conversion functions to SC3: weap2obj, menu2obj, obj2weap, obj2menu, weap2menu, menu2weap- Fixed OnWeaponChanged was sometimes called too late- Fixed added missing vest property to SC3 TPlayer- Fixed ScriptName in SC3 Legacy mode contained full path instead of just folder name- Fixed unpredictable OnWeaponChange behavior when calling ForceWeapon from within- Fixed wrong player coordinates in OnAfterPlayerRespawn (SC3 only)- Fixed OnWeaponChange event sometimes called with weird weapon parameters
Quote from: soldat-game on January 14, 2016, 05:17:26 pmSoldatserver again doesn't start for the first time, when soldat running in the background.Make sure you have different ports set in client's and server's configs (if you are running them on the same PC).
Sniper isn't actually OP in and of itself; I think it's just that bink might be bugged. The rett's bink should make it so any damage taken from any weapon will mess up your shot's accuracy for the next 1.083s; in my experience, the recovery time is much lower than that.Fix bink = nerf rett.While you're at it, add bink to the other weapons. See quote:Quote from: %%%%%%% on December 14, 2014, 09:07:15 amHow about we discuss the fact that no other weapon has bink and how that's completely unrealistic? Every weapon should have bink. I don't care what weapon you're using, if you get shot, you should be temporarily incapacitated. Even if you were to be shot with rubber bullets, you're accuracy is going to temporarily suffer. Granted, weapons with higher velocity/larger shells should incapacitate you more and have a higher bink (if they don't kill you), but it makes absolutely no sense for bink to be zero for any weapon.Shoozza, here's a bug list before you release 1.6.9:1. Bink:1a. Confirm bink doesn't last as long as it should and fix it.1b. Add bink to all weapons and make bink times go by the weapon that you get attacked by (and NOT the weapon you're holding), with bigger/heavier weapons giving a longer bink.2. Make start-up times for all weapons equal. See quote:Quote from: %%%%%%% on December 14, 2014, 09:07:15 amAs for Barrett start-up being too short, you've got to be joking. In real life, a sniper rifle is like any other gun: you pull the trigger, the shot is fired -- no delay. The start-up time should be virtually equal for all guns except guns like the minigun/gatling gun that require time for the multiple barrels to revolve.3. Remove fire interval when a gun is first picked up. Fire interval should only matter between shots within the same clip. For all weapons, make them reload upon spawning, but not upon picking up if it was dropped while loaded. See quote:Quote from: %%%%%%% on November 11, 2014, 05:44:42 amAfter dropping Barrett, it requires reloading (not true reloading when clip is empty but fire interval, i.e. downtime between shots), even if it was fully loaded in the first place (which I consider a bug, it doesn't make any logical sense that you need to wait the fire interval for any weapon just because you put it down; for other guns it's a lot less than Barrett since time between shots is very short but it still varies greatly because each weapon has a different fire interval; all weapons, providing they have ammo loaded, should either have no delay after picking up or should all have the same delay after picking up, i.e. the time it takes for you to pull the trigger).Addendum for #3: I realize if fire interval upon pickup is removed, in regards to the Barrett, one could conceivably just shoot, drop the weapon, pick it up, and shoot again. To fix that, make Barrett's clip like M79 or LAW's: one round in the chamber and make the fire interval the reload time.(If we were to make it realistic, the Barrett's fire interval would be a lot shorter (basically the quarter-second it takes to grip the bolt handle and load the next bullet into the chamber) and the full 10-bullet clip would remain, but that'd be too OP.)
How about we discuss the fact that no other weapon has bink and how that's completely unrealistic? Every weapon should have bink. I don't care what weapon you're using, if you get shot, you should be temporarily incapacitated. Even if you were to be shot with rubber bullets, you're accuracy is going to temporarily suffer. Granted, weapons with higher velocity/larger shells should incapacitate you more and have a higher bink (if they don't kill you), but it makes absolutely no sense for bink to be zero for any weapon.
As for Barrett start-up being too short, you've got to be joking. In real life, a sniper rifle is like any other gun: you pull the trigger, the shot is fired -- no delay. The start-up time should be virtually equal for all guns except guns like the minigun/gatling gun that require time for the multiple barrels to revolve.
After dropping Barrett, it requires reloading (not true reloading when clip is empty but fire interval, i.e. downtime between shots), even if it was fully loaded in the first place (which I consider a bug, it doesn't make any logical sense that you need to wait the fire interval for any weapon just because you put it down; for other guns it's a lot less than Barrett since time between shots is very short but it still varies greatly because each weapon has a different fire interval; all weapons, providing they have ammo loaded, should either have no delay after picking up or should all have the same delay after picking up, i.e. the time it takes for you to pull the trigger).
What resolution you on?