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d34db34t
![]() Joined: 25 March 2004 Posts: 145 |
12 February 2005 23:55 (UK time)
could there be an option in the projectile editor to make ptl have a continuous fire rate, like a laser beam what about a 'self-guiding' or 'anti-air only' options (note: these wouldn't apply to continuous fire rate ptls (eg. laser beams 2- what does a projectile's 'spray factor' do? 3- be able to choose what object classes the ptl affects/ doesn't affect 4- be able to choose a projctile's blast type (besides the standard explosions) You need to login to create posts in this thread. |
40oz![]()
![]() Joined: 03 January 2004 Posts: 1799 |
13 February 2005 01:10 (UK time)
2- Spray factor is the level of inaccuracy a weapon has, machineguns is mainly what is used for, the more you bring up the spray factor, the more your fire is scattered in different directions 4- Thats a good idea, the regular explosions are kinda boring, but what other types of explosions can you think of? I have also thought of something dealing with projectiles, it may have been you, deadbeat, or someone else who mentioned that that airunits projectiles go too slow and have a really low shooting range. The solution was that it would be impossible to avoid, but how about making not need to be avoided at all, what I mean is Air Units cannot fire at ground units, because the object is in the air, the projectile stays in the air and can only hit other air units. Maybe we can make it so tanks cant hit air units too. objects should have a list of types of units that it can fire at.
Edited: 13 February 2005 01:11 You need to login to create posts in this thread. |
Assain
![]() Joined: 02 November 2003 Posts: 979 |
13 February 2005 16:18 (UK time)
Or there could be a button you could press (like "q" or "alt" ![]() Of course, when in a vehicle this option i automatically turned off, unless the vehicle has an option of "ability to shoot air units". Better yet, make it so the weapon/turret on the gun has this ability, becuase if your vehicle has 2 weapons, and one is a tank turret, it wouldnt be very realistic for it to be shooting a plane ![]() This system could also work for bridges/walls, but that would start to get a little complicated in sector placing and coding, perhaps in M3 hehe >_> . You need to login to create posts in this thread. |
40oz![]()
![]() Joined: 03 January 2004 Posts: 1799 |
14 February 2005 02:26 (UK time)
I have thought of something similar to the shoot up/shoot down method but the controls wont be easy to get used to. Simple controls is a huge need for a good game.
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Dave Man
Joined: 19 October 2003 Posts: 374 |
14 February 2005 13:28 (UK time)
I know some good explosion types: 1) posion-like a acidy color explosion that leaves a posion resadue in its wake 2) Electric-sparks instead of fire 3) What about shock type explosions or those explosions that will knock out a enemy for a little while (in other words they won't be able to see for a selected time) You need to login to create posts in this thread. |
Assain
![]() Joined: 02 November 2003 Posts: 979 |
14 February 2005 20:30 (UK time)
On the photoshop-like editor im using, I recently found a drawing effect that could easily and possibly make some sweet explosion effects on dieing vehicle sprites, or just in general. Im feelin' the urge to make some right now > ![]() You need to login to create posts in this thread. |
40oz![]()
![]() Joined: 03 January 2004 Posts: 1799 |
21 February 2005 03:58 (UK time)
I hope everyone here has a mouse wheel, because I thought of making the "fire up/fire down" should be the MOUSE3 button (press the mousewheel in). The MOUSE3 button will toggle between up and down. At the top of the screen will show a little picture of a gun shooting forward, and when set to "fire up" the gun points up. May take a while to get used to, but I think I could do it.
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Assain
![]() Joined: 02 November 2003 Posts: 979 |
22 February 2005 02:26 (UK time)
Yes, but there are alot of people who do not have a mouse weel mouse ![]() ![]() You need to login to create posts in this thread. |
d34db34t
![]() Joined: 25 March 2004 Posts: 145 |
26 July 2005 11:26 (UK time)
in the m2 ptl editor spray factor is spelled SPAY factor You need to login to create posts in this thread. |
mike323
Posts: 745 |
26 July 2005 20:37 (UK time)
lol Well the explosion type I definately agree on, I was thinking of a 'contact sprite' where you could make a quick animation with sparks for bullets and full-blown explosions for missles. Waddua think james? You need to login to create posts in this thread. |
Dave Man
Joined: 19 October 2003 Posts: 374 |
27 July 2005 01:24 (UK time)
Here's another good idea, what about making a debree explosion, or a expliosion without all the light that normal explosions have. That would be useful for bullet projectiles that are only supposed to do massive damage to doors and such and thus break through them. It looks kind of bad when I fire the Mp4 and there's this huge light where the bullet hits the wall. You need to login to create posts in this thread. |
arezey
![]() Joined: 16 June 2005 Posts: 1599 |
27 July 2005 11:10 (UK time)
You mean like, bullet with blast but no explosion, huh? Edited: 27 July 2005 11:11 You need to login to create posts in this thread. |
Dave Man
Joined: 19 October 2003 Posts: 374 |
28 July 2005 02:06 (UK time)
Basically, Like the same thing you get when you fire something explosive with a rating of 2 and you have the light source code off so there is no light. You need to login to create posts in this thread. |
arezey
![]() Joined: 16 June 2005 Posts: 1599 |
28 July 2005 19:15 (UK time)
Aha. You need to login to create posts in this thread. |
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