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 Post subject: Re: Bullet Mechanics
PostPosted: Fri Aug 10, 2012 10:20 am 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
JackMayol wrote:
ComJak wrote:
And also on the discussion of realism, will fall damage ever be incorporated? It seems almost to be a unique feature for rwr to NOT have fall damage but thats just me :)
ComJak


IF a realism mod(e) will be done, then falling damage may most likely be a part of it. It will need some plugin support done by pasik, so this might take a while (probably post-1.0).


We are going nicely off topic here again, but falling damage can't be activated currently due to 1) climbing ladders down is buggy as hell, you end up inside the wall sometimes, 2) AI would need quite much tweaking to make them avoid falling better and look for ladders when considering getting on a lower platform. If these would be working better, it could be enabled.


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 Post subject: Re: Bullet Mechanics
PostPosted: Sat Aug 11, 2012 11:20 am 
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Joined: Mon Apr 30, 2012 7:07 am
Posts: 77
Greedily rubbing my hands together as I type this:

bullet_velocity
bullet_decay_start_time
bullet_decay_end_time

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~ * ~ * G R E Y * ~ * ~ * P R I D E * ~ * ~


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 Post subject: Re: Bullet Mechanics
PostPosted: Wed Sep 26, 2012 9:10 pm 
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Just bumping this up a bit: beta 0.72 will have a spread_range keyword for each weapon specification. If not explicitly defined, the value is 0.2. Set the value too big and you see the guys firing behind their backs once the weapon/stance inaccuracies kick in. I hope it helps the modding one step forward!

0.72 should be out tomorrow or Friday, it's already waiting to be authorized at Desura.


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 Post subject: Re: Bullet Mechanics
PostPosted: Thu Oct 11, 2012 10:27 pm 
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Joined: Wed Aug 08, 2012 12:55 am
Posts: 133
How did I not see this post? I need to get back into modding, shame I'm a bit busy nowadays. (One could probably tell this from my AFK-ness on the chat room :P)

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 Post subject: Re: Bullet Mechanics
PostPosted: Thu Oct 18, 2012 2:05 am 
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Joined: Wed Oct 17, 2012 1:44 pm
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That's a good suggestion OzyThesage

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 Post subject: Re: Bullet Mechanics
PostPosted: Fri Nov 02, 2012 2:05 pm 
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Joined: Thu Nov 01, 2012 3:45 pm
Posts: 3
ComJak wrote:
About suppression, I was thinking that suppression be limited to only bullets fired from the machine guns and maybe the sniper. This will make the mg a squad support weapon and make it worth using in team battles. Slight screen shaking and perhaps automatically shooting at the worst possible accuracy even when at rest would work well.

ComJak


A clever way to do this mechanic would be to force the camera in the direction of the person getting shot.
It would be an aid as well as a hindrance.

The idea being, when you get shot you kinda instantly look / lean towards the direction of the sound.

This way, if a single sniper attempts to shoot at you, your viewpoint would spring towards the sniper's position.

This would cause tunnel vision and draw that persons attention onto you to allow for you to sneak around that person.
You could also, attack from two different locations causing havok for the person who is under fire.

As a balancing mechanic, bigger weapon draw the camera more, things like MP5 do almost nothing where as the sniper would do a larger amount.


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 Post subject: Re: Bullet Mechanics
PostPosted: Fri Nov 02, 2012 4:38 pm 
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Posts: 256
Location: Belgrade, Serbia
The MP5 wouldn't do anything unless you hit someone because it has a silencer


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