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RUNNING WITH RIFLES Multiplayer

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 Post subject: Re: Some Problems
PostPosted: Wed Oct 09, 2013 7:26 pm 
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Joined: Sat Oct 05, 2013 12:19 am
Posts: 635
Already tried both of those. Turned out it was a problem with a a whole bunch of "index" lines (after comparing it to the .xml of assault_rifle1.xml). I just deleted them all and it opens and saves fine. A very picky editor you have here. ;)


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 Post subject: Re: Some Problems
PostPosted: Thu Oct 10, 2013 8:54 pm 
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Joined: Sat Oct 05, 2013 12:19 am
Posts: 635
OK, so a multitude of problems later, all is good. :) No problems!

Well, aside from the fact that the AI doesn't fire it's rifle grenade at human targets. Is that possible to add in? It's in the second weapon slot (the equipment slot) and the AI only fires it versus vehicles. The "tag" in the code is "assault," but I've also left it as "mortar" and the AI doesn't use it.

By the way, what's the maximum rate of fire for the game? I've made the MG-42 successfully, and gave it a 75 round drum. Should empty it in about three or four seconds (20 shots per second), but it takes much longer.


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 Post subject: Re: Some Problems
PostPosted: Thu Oct 10, 2013 9:25 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
The Soldier wrote:
Well, aside from the fact that the AI doesn't fire it's rifle grenade at human targets. Is that possible to add in? It's in the second weapon slot (the equipment slot) and the AI only fires it versus vehicles. The "tag" in the code is "assault," but I've also left it as "mortar" and the AI doesn't use it.

AI believes secondary weapons with explosive projectiles are meant to be used when fighting against vehicles. If you make a primary weapon with explosive projectiles, I guess they'll use it against soldiers as well.

Quote:
By the way, what's the maximum rate of fire for the game? I've made the MG-42 successfully, and gave it a 75 round drum. Should empty it in about three or four seconds (20 shots per second), but it takes much longer.

The physics run in 16ms steps, so highest projectile output with single projectile fired at a time should be about 60 per second. Retrigger time at 0.0159 seems about right for such; 0.016 fails in it apparently.


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 Post subject: Re: Some Problems
PostPosted: Thu Oct 10, 2013 9:41 pm 
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Joined: Sat Oct 05, 2013 12:19 am
Posts: 635
Not really willing to make the rifle grenade a primary weapon - it turns pretty OP quick if it can be spammed. But nonetheless, guess the human will have to decide that then. :/


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