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#1
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Jumping: ok if that's from a cliff
Flying: err...we have a cheat to fly? Hovering: I know vampsmg has quite some push. I know 2 of those should have twice the push, BUT aiming at the ground and firing 2 vampsmg is NOT going to make you hover above zombies. Ofc if someone were to patch CWeapon:CamUpWhenShoot so that it used ENTITY.PO_AccumulateRotation(entity,hitpointX,hitp ointY,hitpointZ,SpeedOrForceX,SpeedOrForceY,SpeedO rForceZ) and implement a damage-to-force-conversion (no forgetting "recoiless" rockets) then PERHAPS such such side-effects COULD happen. |
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#2
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I did not mean the rocket-jump. I mean from a cliff, an elevated position, or from the ground (extra high jumps are enabled in Armour of God at least
I that a hint for a modder or a dev? |
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#3
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for a modder. Devs chose to tilt the camera upward of an angle defined hand, which is ok/common in most fps.
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#4
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MadMan's Mess v0.2 out! First post updated.
1-ztorm (or any other tripleheader), could you tell me how the weapons look like in 3head mode (effects, shrink, etc...)? 2-For some thechnical reasons, I really want to split the dual heavy MG into two one-handed weapons (so you could wield a HMG and a shovel for example). Any objections? 3-In my attempt to make a fov fix I had to remove the GunPass, which first forced meto write a weapon pullback code (took me a lot of time) and second screwed the weapon positions so they seemed farther from the screen. I roughtly fixed the positions, but I'd appreciate if someone could fine(r)-tune them. 4-I'm still looking for fellow modders willing to help me. Anyone there? |
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#5
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MadMan's Mess v0.3 out! First post updated.
I didn't touch the dual HMG for now,I'm still thinking about it... As for the spawn factor, it's 2 for now as a proof of concept, but I'll make it adjustable (1,2,3,4,5,10,100 settings?) The triplehead fix hasn't been tested for now. Can someone with 3 screens tell me if it work?? v0.3 known bugs: -weapons sometimes "flickering" when you get close to an obstacle <-fixed in v4 -during some charge animation, we can see that part of the player arm is missing. -some cloned ennemies (see spawnpoint tweak) that have special scripts (probably cutscene-related) have a dumb behavior. -I couldn't get rid of the outragious weapon bob. <-fixed in v4 or improved at least -total ammo can still be seen when zooming (but is that a bug or a feature?) Last edited by Gniarf; 05-08-2009 at 12:39 AM. |
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#6
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Gniarf,
is 0.3 still beta or stable enough for normal gameplay? Thanks. |
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#7
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Both beta and...probably stable enough for SP play. At least I went through the 1st level without trouble.
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