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Everything posted by Sammy
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Experimenting with something new and looking for comments. Its a variation on the Open Warfare 'bleeding' functions. The idea is a 1st tier perk that has poison tipped rounds for pistols and rifles. If you are hit with one there is a chance you will be poisoned. While poisoned you cannot regenerate. Also, over time you will lose health. To cure yourself either use one of your bandages or, depending on how I can work it out, you need help from another player if you dont have any left. If, when poisoned, you enter a state with only %20 health left your speed is cut in half. At %10 your speed is cut in half again. After all, you are dying and cant expect to run around. Still thinking how to handle streaks when poisoned but leaning towards treating like EMP. It would avoid several potential problems. The idea came about when thinking about the scenario of getting one hit on an enemy (assuming no armor) but because he is quick and agile he turned around and killed me before I could get a second hit. There is a good chance the one hit I did get will poison him and if he doesnt cure himself he dies and I get the credit for the kill. However to be fair it must not be too difficult to cure players. Thoughts?
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Never know. The same thing was said about the Soviet Union and it didnt take them long to collapse. But of course we have Putin and the cronies trying to bring back the good ol days even tho most of the people there dont.
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Those US numbers are quite good. Unless the goal is to take over the world. In which case a lot more military power is needed.
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Paypal?
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Ok I was informed that it is a setting enforced by the servers here. Working on it. In the meantime dont use Duke, war machine or death machine until I disable it for now. edit: removed the laser from those weapons and restarted server until it all gets sorted out.
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Many mods use laser beams, turned on by that setting, and that is unusual. But maybe I did something wrong.
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COD4 MW2 and Freeze 1 have moved to new IP's
Sammy replied to Ruggerxi's topic in Call of Duty 4's Call Of Duty 4 Discussion
That's what she said. -
You make it sound like Rugger came down from the mountain to impart his wisdom upon the heathen masses.
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Javascript? Nope not much. Whatever the links are I dont do facebook.
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Well.................... If you read above I said I had uploaded some updates and that is one thing I want to have tested so I know that its fixed. edit: And I will check out the warning. It should play as soon as the screen starts fading out for the owner. Maybe its in the wrong place.
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Yea but I am wondering how MW2 and later does it. Just as a default baseline not for what is best. For one, the default timer is 40 seconds not 30. Didnt know that so that will be updated. And there is no flyin. You just start and I assume the plane just pops up. As for restrictions you cannot pitch down more than 70 degrees from forward. Otherwise there are none. Big maps this shouldnt be much of a problem. Its the smaller ones, where you are close to the center, that has the problem. Might raise that to 80 and see what happens. As for Reaper, I will check power but they should have the same stats as a predator. The timer is too long at 60 seconds however. Should be 40. I suppose that is a standard number. I dont want to raise the default number of missiles from 8 to 14 tho.
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A question for all: In stock games does the AC130 just pop up rotating around the map in terms of enemy players seeing it in the air? I am considering making it like the Reaper but its a pretty big aircraft for it to suddenly fly around out of nowhere. Especially because it needs a pretty small radius on some maps that chose to have really small skyboxes. I am thinking this must be the case because owners start up ready to go pretty much instantly. Very hard to find youtube vids of the full sequence because they are all of the player-view or SAMs shooting at ones already there and blowing them up.
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If a mod file keeps redowning stop the download, go to the mod folder, and delete the temp file is the full one is there. Might take care of it. I have no control over nametags and no idea how they work.
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Updates: Two files: mod.ff and w.iwd Hopefully streak activation bugs are *finally* fixed. At the very least people shouldnt be getting fake claymores anymore. It is really pissing me off that it all works until someone finds a problem and it doesnt work right anymore. And worse when the only way to reliably to fix the problem, hopefully, is a hefty rewrite of how it all works. To avoid some minor confusion, if you have AP and get a headshot you see the crosshairs not the armor. However without AP, and the victim has armor, you will still see the helmet since it protects against headshots and it may or may not have killed. I could change that so headshots are always the crosshairs even if they arent killed by them. But that also could be confusing. Death Machine, Duke and War Machine have laser beams. However dont expect them to be like having a little pasty dot and like the RDS will follow gun and visual recoil. Body Armor separated into two types. Ballistic Vest - operates as it does now but no explosives protection at all. Flak Jacket - minus sixtyfive percent explosives damage.. No bullet damage protection. Both are in the same category so the only way you will get both is via Gambler. For the percentages, I'm following stock game numbers and will likely do minus eighty percent damage for HC. As in BO2 and the rest. For HC eighty might seem high but with the low health, and considering there will likely be more tubes and such now, it should be good. Duke has both. Scavenger was refilling too many M32 nades. Now, if you run over the blue bag, it will refill one nade if you have none left. But if you already have one it will not increase that to two. I will likely do the same for rockets and mines in the future. Hacker moved to tier 2. Was pointed out to me that really Hacker was worthless without Stealth since it was near impossible to get near enough to hack sentries or explosives. Still looking at how to sort them all. Other notes: Simplified a bit of loadout code for giving rpgs, c4 and claymores. Not a big change but helps keep things better organized. So plz watch for those. If no problems I will do it for most things in inventory. As always, please give some good testing and put the mod through its paces. Additional for testing *only*: If you have Hardwired you will have a limited ability to piggyback onto enemy UAV's. That is to say, if the enemy activates a UAV then you... on your minimap... see blips when they fire (not including silencers). However you will not get the 'sweep' that updates every four seconds. Dont know if it will work right, or if I can limit it to only players with the perk, and am curious to see what happens. If it does work, might make for an interesting perk in combination with something else.
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Yea thats a menu thing. Forgot about it thx. Name tags are all engine controlled so only thing I could do is turn them on or off for everybody in the game.
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Been rewriting how that all works today to see if its more reliable. Later I will upload it and would appreciate keeping an eye on it for strange events. As with all rewrites I cannot think I would be so lucky as there to be no problems at all. As for the need to change classes, I dont think I have ever seen that. If you mean something about not being able to activate it.
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Hacker is being moved to #2. I will be uploading some updates today if I can. The airstrike thing, doing anything extra so that the minimap doesnt show up?
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It's there. Bug in the menu. The button for it still works but the background is missing.
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Using an M16 at hip fire was never very good. Which is why there is a steady aim perk. The SMR isnt very good at it either. The balance for both having very accurate ADS. The flak jacket will be very effective against explosives. An M32 nade will only do %35 damage and must be really close or it wont kill with just one. Then again, it wont stop a pistol round. edit: And no you didnt hit him. The whole "I shot you first" argument, especially from those that spray and pray, is very old.
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Been testing out the separated types of armor (bullet and explosive) and I think I like it better. Current body armor will stay the same for bullet weapons. I could do the old way (juggy) and just decrease damage by a certain percentage, typically -40 percent, and whatever remains would be applied to health. However it wont protect against explosives. Bandages would be more useful. I read through the different games with the flak jacket and all after cod5 seem to be consistent with a %65 damage reduction (so %35 of full) for softcore games and eighty percent (%20 of full) for HC. So very good protection against explosives. Including streak explosives. So in ways a good anti-streak weapon except bullet weapons like helicopters and sentryguns. And of course Duke with his minigun. I hate the auto smilies. They mess up the % values.
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It's all there. But the console says quite a few redirects failed of different things. Including maps. So I dont know.
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Totally totally? For everything? That could be interesting. Im sure its possible as an 11th button in the cac menu. Seen something like that done for bots so they arent the same thing every time. But I think their options were limited so the various special cases, like grips, werent allowed to keep things from getting too complicated. But it might be better in a 'gungame' type of thing where everything is totally random. And thank you for testing it out to make sure nothing went boom.