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Dusty
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« Reply #60 on: August 23, 2011, 02:28:12 pm » |
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Anyways. So, here's a tenative number of loadouts for each class for when I get around to remaking this: Runner (5), Rocketman (5), Firebug (3), Detonator (4-5), Overweight (4), Constructor (3-4), Healer (4), Rifleman (5), Infiltrator (5). 5 will hopefully be the maximum until I figure out another way to make the loadouts.
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Super Sgt. Brown
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« Reply #61 on: August 23, 2011, 02:54:33 pm » |
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Okay, so I'll eat back my words: The Direct Hit does NOT look like an oversized penis, on the contrary to Toon Mod's Rocket Launcher.
Still, I can't be sure if only giving a soldier a 3 bullet shotgun is a good idea. Then again, it depends on the damage each bullet does
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Dusty
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« Reply #62 on: August 23, 2011, 02:59:21 pm » |
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Damage is still delt as the engie's shotgun if I recall correctly. But in the next version, the reserve shooter will be coupled with the liberty launcher, as it should be. Loadout 'V' will instead be the cowmangler.
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Super Sgt. Brown
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« Reply #63 on: August 23, 2011, 03:01:40 pm » |
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And when must we expect the next version to come?
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Dusty
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« Reply #64 on: August 23, 2011, 03:03:30 pm » |
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A while. since I'm not going to use yoghurts sprites, and I'm going to need to rewrite it. (defense against damages would be a bitch to add in right now)
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Dusty
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« Reply #65 on: August 23, 2011, 03:40:58 pm » |
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So, were you guys okay with me combining certian items? Like the gunboats and buff banner, and the reserve shooter/disciplinary action?
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Super Sgt. Brown
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« Reply #66 on: August 23, 2011, 04:01:20 pm » |
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Actually, gunboats don't do a thing apparently. I mean, the DH pack description doesn't say a thing about "reduced self-damage" or something like that.
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Psychopath
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« Reply #67 on: August 23, 2011, 04:08:31 pm » |
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A while. since I'm not going to use yoghurts sprites, and I'm going to need to rewrite it. (defense against damages would be a bitch to add in right now)
Inheritance.
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(8:01:46 PM) Psychopath: I'm just wondering what the next hot thing to fall on my lap will be (8:01:57 PM) Lynn1: a girl maybe? (8:02:01 PM) Psychopath: 
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Dusty
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« Reply #68 on: August 23, 2011, 04:30:23 pm » |
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Well, the gunboats you likely won't notice because you're also using a different rocketlauncher, but it's there.
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Dusty
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« Reply #69 on: August 23, 2011, 06:49:36 pm » |
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So, a few ideas about getting the Machina to work: 1) Try to make the rifle shot penetrate two players by ignoring the first one, then hit the second one, and deal damage to both (unlikely), 2) Have the player who was hit continue the sniper shot. (could work, might look odd), or 3) On hitting the first player, have the rifle shoot a second shot which is told to ignore the id of the other player. (most probable). however, I'd like our deus ex forums (read: psychopath) to give his opinion on which method would work best.
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Psychopath
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« Reply #70 on: August 25, 2011, 09:39:38 am » |
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It's impossible to make the rifle shot ignore the first one without somehow doing hitscan detection in the first place.
There are three ways to do this realistically without it looking bad:
Have it "fire" "two" shots that are simultaneous. The first shot will hit the first target and then the second shot will ignore the first target in the same way that normal shots ignore the Rifleman who's firing it.
The other way is to do a reverse hitscan detection -- The way it works now, it starts at a high value (I believe that it's 5000) and then continuously scales itself down until it can find a spot to hit. What you do here is start at 0 and increase until you've managed to hit 2 targets (except for targets that will stop the hit altogether such as the wallmask, bullet doors/floors or autoguns, it's up to you what cannot be penetrated).
Have regular hitscan detection between Rifleman and first target, deal damage to them. Then have a second hitscan detection ranging from that first hit location in the same direction that the Rifle is aimed if and only if the first target can be penetrated through, you just skip past the second hitscan detection if you hit a wallmask, door/floor, or building -- you must make sure that the second shot ignores both the Rifleman and the first target or you run the risk of having it be blocked by one of them (the Rifleman can block his own shot if the first target is on top of him).
All are feasible, I think the second one is more fun to make, but it's up to you.
Also, try to make teammates impossible to penetrate through. I don't want to see Riflemen hiding behind friendly players/buildings dealing potshots from complete safety.
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« Last Edit: August 25, 2011, 09:45:23 am by Psychopath »
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(8:01:46 PM) Psychopath: I'm just wondering what the next hot thing to fall on my lap will be (8:01:57 PM) Lynn1: a girl maybe? (8:02:01 PM) Psychopath: 
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Maxaxle
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« Reply #71 on: August 26, 2011, 11:16:28 pm » |
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Please tell me that there is a server near San Diego running. Please please please.
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rocketeer
Jr. Member

Offline
Posts: 83
~note to self~*gg2 is awesome
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« Reply #72 on: August 27, 2011, 07:06:08 pm » |
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when u said 'loadouts' how do u change weapons?
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][_, {} ][_,
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Neal_Shireman
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« Reply #73 on: August 27, 2011, 11:16:03 pm » |
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when u said 'loadouts' how do u change weapons?
Haven't played this in a while, but pretty sure you hold z, x, or c and then press your class.
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Dusty
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« Reply #74 on: August 28, 2011, 02:32:00 pm » |
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Yep. Runner has ZXC, and Rocketman has ZXCV
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