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d34db34t

Joined: 25 March 2004
Posts: 145
26 June 2004 23:38 (UK time)

R there any new weapons in M2?

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James Bunting
Joined: 17 September 2003
Posts: 1308
27 June 2004 09:46 (UK time)

Erm, the short answer is Yes but you should note that they will behave quite differently from M1 with reloads and better effects etc.

The standard player should include the following (not finalised!)...

- Chainsaw
- Fisties "whapow"
- Pistol (standard)
- Pistol (high calibre)
- Shotgun (pump 8 shells between reload)
- Rifle (M16 or Colt Commando)
- Shotgun (drum ammo with high rate of fire)
- Crossbow
- Grenade launcher
- Rocket launcher
- Sniper rifle
- Railgun
+ Some other more powerful stuff

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Flammable Maniac

Joined: 30 June 2004
Posts: 209
30 June 2004 22:38 (UK time)

A crossbow?! Sounds a little whimpy to me! Nah, give me a minigun or a giant quisinart!

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James Bunting
Joined: 17 September 2003
Posts: 1308
01 July 2004 00:02 (UK time)

Hehe, well the crossbow is a one shot one kill weapon for those stealhy missions. There is a minigun too, its rate of fire will be stupidly fast (the new timer code allows for much more accurate rates of firing).

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Flammable Maniac

Joined: 30 June 2004
Posts: 209
01 July 2004 10:29 (UK time)

nice ;)

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Assain

Joined: 02 November 2003
Posts: 979
01 July 2004 15:43 (UK time)

Will there be a "loudness" varible for the weapons? Such as, if the varible ran through 1-10, the M-16 might be at... 6 for example. When the gun would be fired, it would cause a certin percentage of close by ene to be attracted to it. And the crossbow might have a varible of 1 or 2 so when fired, a very little percentage of close by ene would be attracted to it.

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James Bunting
Joined: 17 September 2003
Posts: 1308
01 July 2004 16:11 (UK time)

Hmmm thats a tough one.

The default "roaming" AI (a bit like in M1) kinda works as it goes along. If you enter sight range of an enemy they will walk towards you until in firing range.

However all monsters are asleep until they are actually drawn on the screen so perhaps the loudness (sound radius) thing could wake them up early. Therefore if you shoot your M16 then it will wake the off-screen units nearby whereas the crossbow would have no effect.

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Flammable Maniac

Joined: 30 June 2004
Posts: 209
01 July 2004 16:30 (UK time)

Theres just one problem.... How can a guy in a helicopter hear gunfire when hes twirling around high up in the sky?

Edited: 01 July 2004 16:30


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Was this really FBI?
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Joined: 22 June 2004
Posts: 207
01 July 2004 19:00 (UK time)

He don't need to hear it.

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Was this really FBI?
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Joined: 22 June 2004
Posts: 207
01 July 2004 19:32 (UK time)

What with dual guns or double uzi. In fact, do we have uzi here?

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James Bunting
Joined: 17 September 2003
Posts: 1308
01 July 2004 22:08 (UK time)

Hmm, good old John Woo.

Well here is how it works....

The "units" on the map are objects with weapon mounts, they show and use all of their weapon mounts at once even though the different weapons are far more idependant than in M1.

The player is an object too but he/she only uses one weapon mount at a time.

So troopers can have double guns but I dunno about the player yet.

Note: If you put a "player object" on the map as a unit they really kick ass as they use about 15 weapons at once. ;)

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Was this really FBI?
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Joined: 22 June 2004
Posts: 207
01 July 2004 23:20 (UK time)

Okey.
Thank you for answering, but do you gonna be here each day to the game comes out?

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GAU-8 vs Life

Joined: 02 June 2004
Posts: 65
02 July 2004 19:58 (UK time)

Hmm... No answer. Strange... I can swear I saw him recently.

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James Bunting
Joined: 17 September 2003
Posts: 1308
02 July 2004 23:53 (UK time)

<i>Hmm... No answer. Strange... I can swear I saw him recently. </i>

Confused???

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JohnWE

Joined: 13 October 2003
Posts: 52
07 July 2004 03:11 (UK time)

Don't get rid of the laser gun or the classic Fusion Cannon. I'd really miss those!

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Was this really FBI?
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Joined: 22 June 2004
Posts: 207
07 July 2004 14:14 (UK time)

Maybe you could make a automatic shotgun. Or maybe a magnum.

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badlancard
Joined: 18 July 2004
Posts: 4
18 July 2004 03:22 (UK time)

Maybe you could have the player call in artillery strikes.

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James Bunting
Joined: 17 September 2003
Posts: 1308
20 July 2004 15:14 (UK time)

No probs, you should be able to call in a strike using a trigger when I get that all working.

Note that M2 will not feature a chainsaw, it has been decided that this weapon will be removed as its too controversial for a game with people in it!

The exact weapons spec will ofcourse be subject to change, after the 1st beta things should basically evolve into shape.

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Flammable Maniac

Joined: 30 June 2004
Posts: 209
20 July 2004 18:36 (UK time)

Airstrike = COOOOOL!!!! :D!!!

Thats what im talking about!!! ;)!!

Kickass!


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40oz
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Joined: 03 January 2004
Posts: 1799
21 July 2004 03:11 (UK time)

Or maybe you guys should stop reccomending weapons so we dont have like 50 weapons on the screen! (nah im just kidding i like alot of them but theres all this coding that james has to work on and he wont have time to include 80 weapons in one game, not to mention that the game will take forever to download for those with dialup) I dont really like the crossbow idea, but then again who the hell wants a pea shooter with a silencer!? I dunno if you should have a rail gun, but i can tell it reloads every shot right? otherwise it would be way too easy.
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40oz
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Joined: 03 January 2004
Posts: 1799
21 July 2004 06:41 (UK time)

umm how about you rename the m16 to like m20 or something, since in my sequel of meteor (Meteor - WW3) theres an M19 Assault Rifle that i designed myself. But anyway meteor definetly takes place in the future, i can tell with the hover tanks, fusion cannon, ion spreader, laser cannons all types of stuff like that.
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40oz
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Joined: 03 January 2004
Posts: 1799
21 July 2004 06:46 (UK time)

I also did something on my mod that you guys might want to try out. I was able to make hand grenades and double pistols by editing the player sprite and weapon sprites. I erased part of Ash so that he has no arms and i edited the weapons to have Ash's arms on it. It actually came out pretty sweet and it looks better on the fusion cannon and rocketlauncher. i was also able to make double pistols and hand grenades. What other weapons are held differently? Molotovs (hehe fire...)
double uzis, umm... thats pretty much all i can think of right now.
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Edited: 21 July 2004 06:47


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Grunt002
Joined: 21 July 2004
Posts: 14
21 July 2004 15:22 (UK time)

Really cool weapons.

...and this is my first post! Hi to you all!

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Was this really FBI?
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Joined: 22 June 2004
Posts: 207
21 July 2004 16:30 (UK time)

Nice to see a new user on the forum!!! :-)

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Flammable Maniac

Joined: 30 June 2004
Posts: 209
21 July 2004 18:46 (UK time)

Yup, too many weapons spoils the food!


And welcome to you Mr. Grunt!

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LavaBall

Joined: 14 January 2004
Posts: 108
28 July 2004 13:08 (UK time)

The railgun is a good weapon also the tetriyon distruptor from star trek 3D game FPS has that gun and it is really good,while not charged shoots violet distruptor beam but if fully charged it waste's 2 ammo and shoot a big blue distruptor beam and some weapons or most of them should have charging feature so we can create our charging guns too example plasma or tetrion distrupter :D cool i like the railgun idea,the sniper to me is better then crossbow and oh make weapons with laser sight too like sniper.

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Flammable Maniac

Joined: 30 June 2004
Posts: 209
30 July 2004 09:37 (UK time)

Lava, calm down, Its very hard to understand what youre saying!!! :p!

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James Bunting
Joined: 17 September 2003
Posts: 1308
30 July 2004 22:21 (UK time)

Hmmm how about a temperal disrupter? Now that could/would/was/is/will be funny. A bit of a bugger to code up though, hehe.

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me_mantis

Joined: 26 September 2003
Posts: 1152
01 August 2004 00:59 (UK time)

Well, as long as we are playing the "make sure m2 has 2000 weapons game" I will share a few thoughts of mine.
Freezer gun (freeze the enemy)

Blowgun (Poisoned of course)

EMP (short circuit all electronics)

Time bomb

Mines

Flare gun

Could you make weapons have scopes? Hard to explain, but let me give it a try.
You could have a minimap type "window" on your screen, which would show you the area under your firing cursor.
You could move the area you are aiming at around on your screen with your mouse(like in meteor), OR move it off your screen with certian keys for example "i,j,k,l".
If you can under stand this, thats cool, otherwise ill try to clear things up later.

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40oz
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Joined: 03 January 2004
Posts: 1799
02 August 2004 17:28 (UK time)

actually, scopes sounds awesome! id really like to use that.
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me_mantis

Joined: 26 September 2003
Posts: 1152
05 August 2004 02:25 (UK time)

If the scope was implemented, then all the weapons could have a realistic range, and a few lucky weapons would be use ful at their long range.

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Was this really FBI?
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Joined: 22 June 2004
Posts: 207
05 August 2004 08:31 (UK time)

I did like the EMP idea.

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Was this really FBI?
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Joined: 22 June 2004
Posts: 207
05 August 2004 08:37 (UK time)

What with a hand that you could punch the enemy with.

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Raaka-arska

Joined: 22 September 2003
Posts: 109
05 August 2004 11:34 (UK time)

I really liked the scope idea.
How about having infravision scopes or nightvision scopes for stealthy and night missions >:) that "might" be a "little" too complicated to make, but I still like the idea.

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GAU-8 vs Life

Joined: 02 June 2004
Posts: 65
06 August 2004 13:56 (UK time)

Woah! You don't have to be happy anymore: I'm back!!!
Off the net for 2 months and look, a lot of text which I haven't seen poped up!

Sniper scopes? The "move off the screen" thingy sounds more like a thing that applies to all weapons (maybe not pistols, SMGs, shotguns and hand grenades). But off course, the extended range could be longer for a cal .50 antimaterial rifle than for a .223 rifle...

What about having a line from the character/his weapon to the mouse when "off screen"? Or always for those weps with laser aiming module? So that you could see if the line of fire is obstructed by something.

Kim Nilsson

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d34db34t

Joined: 25 March 2004
Posts: 145
07 August 2004 00:26 (UK time)

Here r sum ideas of mine-->

Lightning Gun (lightning arcs from 1 guy to another)

Cold-fusion cannon

Plasma cannon

Quad Barrel Rocket Launcher

C4

HVP Shock Rifle (HVP - High Velocity Projectile)

Supercharged lightning gun (arcs around 4 guys)

Mini-nuke launcher (fires small nukes)

12 Guage combat shotgun

SiG Sniper Rifle

M16

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40oz
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Joined: 03 January 2004
Posts: 1799
07 August 2004 05:56 (UK time)

Well the M16's already in M2, according to James. C4 is of course already in M1 but not sure about M2. And my mod has a lightning gun but doesnt react like what your expecting. My lightning gun just fires a huge bolt of lightning if you hold the gun straight and hold the fire. I like the plasma cannon and quad rockets though.
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40oz
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Joined: 03 January 2004
Posts: 1799
07 August 2004 05:57 (UK time)

By the way... ? Didnt your name used to be "hello"?
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Dave Man

Joined: 19 October 2003
Posts: 374
16 August 2004 17:59 (UK time)

Actually C4 will be a deployable weapon in my new mod which I hope will be made for M2.

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Agent Nightfire

Joined: 21 August 2004
Posts: 223
21 August 2004 22:57 (UK time)

Put on Jon's Frag Grenades. Those are kool. Play his mod. You'll see.

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maximiliank92

Joined: 12 June 2004
Posts: 27
27 August 2004 11:10 (UK time)

What about remote controlled helicopters with C4...
Hehehe .......
And a cattle prod.
And Stun Grenades.
And Claymore.

"Come and little soldier, walk onto the Claymore. Hehehe. Bye Bye !"
And if there is no Chainsaw, have a sword...

Edited: 27 August 2004 11:12


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maximiliank92

Joined: 12 June 2004
Posts: 27
27 August 2004 11:13 (UK time)

Where is James' Chinook ?

Never mind .....

Edited: 30 August 2004 09:39


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Knasp

Joined: 18 June 2004
Posts: 158
27 August 2004 18:56 (UK time)

it probably flied away...

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Dave Man

Joined: 19 October 2003
Posts: 374
28 August 2004 17:44 (UK time)

Other than making c4 I also made a sword for my knew mod.

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40oz
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Joined: 03 January 2004
Posts: 1799
30 August 2004 00:54 (UK time)

why the hell would you use a sword in the military? erm, I'm sorry, got a little over my head but I dont really like the sword idea for a military action game. I think you should just stick to the fisties, or at most a hunting knife.
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40oz
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Joined: 03 January 2004
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30 August 2004 00:57 (UK time)

The Frag grenades were nice in my mod, in M2 (If Frags will be in it) they should be the first explosive Ash gets to handle, and grenade launchers, rocketlaunchers, and C4 should be found later on. Thats how it was in my mod
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Dave Man

Joined: 19 October 2003
Posts: 374
30 August 2004 17:44 (UK time)

My sword is very special, it has very special capabilies and is also part of my plot. The sword(Tesuiga) can do 500 damage in one sweep(IT slices things) and has a special ablitie to destroy everything in the room. In the plot the sword can only be used by a special person (one who is not human) and it shows that the main character is not human.

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Was this really FBI?
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Joined: 22 June 2004
Posts: 207
30 August 2004 17:45 (UK time)

That must hurt

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Agent Nightfire

Joined: 21 August 2004
Posts: 223
30 August 2004 18:49 (UK time)

Wow that is new. A sword. But try not to make kill tanks because a tank w/armor will barely take damage.

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Knasp

Joined: 18 June 2004
Posts: 158
05 September 2004 15:25 (UK time)

in meteor 2, will we be able to make homing weapons?.For example a rocketlauncher which targets the closest bad guy and the rockets goes after him.

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Agent Nightfire

Joined: 21 August 2004
Posts: 223
05 September 2004 21:15 (UK time)

Wow! Homing!?! That will bring more nu weapons. I like homing.

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Was this really FBI?
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Joined: 22 June 2004
Posts: 207
05 September 2004 21:31 (UK time)

Homing. . . Sounds great!!!

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40oz
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Joined: 03 January 2004
Posts: 1799
06 September 2004 04:10 (UK time)

whoa whoa whoa, don't go over your heads here, once you get the homing rocket launcher your basically unbeatable, I think homing weapons are a little unfair, as that a oming weapon would almost never miss if theyre not behind a wall.

But maybe prejectiles can have attack bonuses on certain units, like maybe you could make an AA Gun type machine gun that could easily take down air units and are pretty basic against infantry and are weak against vehicles.
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Knasp

Joined: 18 June 2004
Posts: 158
06 September 2004 18:36 (UK time)

First, i was thinking you could balance it so the rocket only follows a while and that the enemies starts runing around or moves faster to get away.I just thought it would be cool.The ptile bonus sounds great, you could get use for all the weapons you pick up =)

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Was this really FBI?
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Joined: 22 June 2004
Posts: 207
06 September 2004 18:37 (UK time)

Good idea. Maybe it could be a little unfair with homing missiles. LOL

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GAU-8 vs Life

Joined: 02 June 2004
Posts: 65
07 September 2004 10:57 (UK time)

What about different types of homing: TOW types for ground units and SAMs for air units. That would make homing more balanced.

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Knasp

Joined: 18 June 2004
Posts: 158
07 September 2004 18:09 (UK time)

yeah, that's a good way to balance it

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red_Marvin

Joined: 09 February 2004
Posts: 7
08 September 2004 16:39 (UK time)

I don't know exactly what SAM's and TOW's are but how about
a rocket launcher like the one in the James Bond game for N64
(the one after GoldenEye.) The wapons name was
"[something]Sentinel" I think.
Anyway, it is a laser guided rocket launcher that aims for the
spot you are currently aiming at (Laser point)

And what about smoke grenades?

EDIT::(Corrected my spelling etc)

Edited: 09 September 2004 08:53


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Knasp

Joined: 18 June 2004
Posts: 158
08 September 2004 17:39 (UK time)

hmmm... it could work though im not sure.Smoke grenades would be cool but then you'd have to make so that the ptiles create smoke or something

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James Bunting
Joined: 17 September 2003
Posts: 1308
08 September 2004 23:06 (UK time)

Thats not a problem, I am not sure how the units will react yet.

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red_Marvin

Joined: 09 February 2004
Posts: 7
09 September 2004 08:56 (UK time)

Suggestion on how smoking grenades would work:
Greatly affect the sight range of all units in the smoke.
Player?/NPC's? moving slower.

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GAU-8 vs Life

Joined: 02 June 2004
Posts: 65
09 September 2004 09:22 (UK time)

TOW: Tube-launched Opticaly-tracked Wire-guided. For ground units, air units are usually to fast (for the sight, which control the flight path, to follow).

SAM: Surface to Air Missile. Anti-aircraft only. Mostly heath-seeking.

A laserseeking rocket which is controled by the player shouldn't be regarded as 'homing'.

Balance is kept by having different weapons for different targets.

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Dave Man

Joined: 19 October 2003
Posts: 374
09 September 2004 13:23 (UK time)

IF you want to know about smoke gernades, look in the suggestions for M2, smoke gernades. Also, I have james bond and the setinal was actually a weapon that you could control from the point you launched it from(You would have a screen of the missles view and the analog would move the missle).

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me_mantis

Joined: 26 September 2003
Posts: 1152
09 September 2004 23:16 (UK time)

On the Quest of nu weapons: How about an object based projectile, that you could control(really remote C4)
I think that a knife with a very fast hit rate would be cool. (this way you could kill reloading enemies)

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GAU-8 vs Life

Joined: 02 June 2004
Posts: 65
10 September 2004 13:59 (UK time)

Wasn't there plans for a chainsaw? Removed of course... Too voilent...

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Assain

Joined: 02 November 2003
Posts: 979
11 September 2004 00:36 (UK time)

To violent? Ha! My first reaction was BS!

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James Bunting
Joined: 17 September 2003
Posts: 1308
12 September 2004 12:38 (UK time)

No its true (well sort of), it was decided to be in bad taste.

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GAU-8 vs Life

Joined: 02 June 2004
Posts: 65
12 September 2004 14:33 (UK time)

Think about this:

A four barrel gatling gun which fires 12.7mm bullets (one shot kills) at a rate of 4500 rouns per minute and holds 1470 rounds without reloading.

Two pods containing 32 57mm unguided rockets each.

Two pods containing 20 80mm unguided rockets each.

Two 7.62x54mm R machineguns which fires at a rate of 600-650 rounds per minute and holding 250 rounds each.

A huge helicopter gunship which is hard to down without some realy havy shit.

I plan to put the above mentioned elements into one piece and call it "Mi-24D Hind".

What about it?

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Assain

Joined: 02 November 2003
Posts: 979
13 September 2004 22:31 (UK time)

Cool, but wouldnt the gatling gun be an over kill? LOL! Well, James, i cant beleive it.... oh well. Would you mind if i made a "violent/mature" (as in gore) mod (just a thought, not a consideraton yet)?

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GAU-8 vs Life

Joined: 02 June 2004
Posts: 65
27 September 2004 10:48 (UK time)

Corection:

The 7.62x54mmR machineguns (Pulemyot Kalashnikova) will be withdrawn: I already have a carryable one.

The 2x32 57mm rockets will be withdrawn: 4x20 80mm rockets are enough!

I plan to include 4 anti-tank missiles if there will be homing weapons!

Overkill? If the muhjadin-something-crap took 'em out in the 80s, you can to!!! And of course: you may steel some of them...

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Dave Man

Joined: 19 October 2003
Posts: 374
27 September 2004 16:13 (UK time)

It would be really neat if there could be weapons that would shoot a solid beam of energy for a perdetermined time, like having a beam gun that could slice through a group of enemys in one shot.

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Dave Man

Joined: 19 October 2003
Posts: 374
28 September 2004 13:29 (UK time)

Also it would be neat to have weapons that shoot out moving bombs, like a spider bot gun that would shoot out spiders that would move around until it hit a enemy. Of course there would be a pre set limit to how many of these spiders could be out at once.

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Knasp

Joined: 18 June 2004
Posts: 158
28 September 2004 18:26 (UK time)

Like a homing weapon.

Edited: 28 September 2004 18:26


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Dave Man

Joined: 19 October 2003
Posts: 374
28 September 2004 21:52 (UK time)

No, the spider bots would move around at random.

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Agent Nightfire

Joined: 21 August 2004
Posts: 223
28 November 2004 03:31 (UK time)

Man we gotta lot of kool idea's. Great!! :)


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40oz
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Joined: 03 January 2004
Posts: 1799
17 October 2005 00:28 (UK time)

Hehe, im ressurecting a dead thread... sorry about that, but I was going to make a thread with a name just like this one, but then i remembered there was a thread just like this. I also wanted to keep this thread remembered since it is the thread with the highest amount of posts. (Good job D34db34t!)

But I found out how to make a beam like weapon:

Make the weapon shoot incredibly fast, like about the same speed as the minigun, make the projectile as fast as bullets, make the projectiles do about 1hp damage, make the muzzle flash sprite a really long beam. Should work out pretty well. Other than the fact that it will have a certain range no matter what.

And that sentinel that you were talking about in this thread last year was brought back in the N64 game Perfect Dark except as an alien weapon called the "Slayer".

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Edited: 17 October 2005 00:36


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shockdrop

Joined: 01 March 2005
Posts: 236
17 October 2005 00:51 (UK time)

I know how to make a laser too.
Make the sprite, then set the height in the projectile editor to 0. That way there is no shadow so it looks like a laser. But i bet your idea works better.

I should play M2 again....

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Assain

Joined: 02 November 2003
Posts: 979
17 October 2005 11:49 (UK time)

Hmm.. the only problem though is that if there is a wall, it'll go right through it (the sprite), unless you make a sort of "lightsabre" weapon.

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40oz
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Joined: 03 January 2004
Posts: 1799
17 October 2005 21:21 (UK time)

Oh yeah... I didn't think about that... Well at least it could be a railgun, if we can make the projectile not make contact with anything including walls.

(I will no longer make any more posts, otherwise i will overpass James in the postcount!)
*Papercut
Pro-Murder.
Legalize Crime.


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