Great mod quick suggestion or 2.... as well as a question or

All about Chaos for Unreal... (UT3, UT2004, UT2003, UT)
formatter
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Post by formatter »

I tried to shot throught some players but I couldnt kill even one, not speaking abought two, did you mean shoting for the head? with my G card
my enemy should hold still and come very close.

EDIT:
btw dosent the snipers crosshair has alil sircule that tells you where to shot depending on the diley time that wold take for the bullet to hit the targate?
It's anyway Unreal.
NeoNight
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Post by NeoNight »

for some reason I can't score!! in a KOTH match when playing against bots I was using that 3rd person mutator taken from behind why!! why!! why!! can't I score!! (I was on top of the hill forever! )


Image
A knight of the new........
R.Flagg
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Post by R.Flagg »

Shadowstar wrote:I thought it was the RPB's that richocheted?

Well, whatever... I liked the richochet anyway, whichever bullet it was...
Nope. Not the RPB's. It was "Ammo A", as it said on the box back then. (and it's still labeled that way in the manual...dunno why. Figured we had to call it something, and ...whatever) And I too liked the old bouncing bullets. Was fun to sometimes mess up and headshot yourself, like we're doing with the Cutter now.
Also, the RPB bullet trail should last longer... Other projectile trails are really just simulated motion blur (right?). The RPB trail is actually smoke, so it should hang around for about 5 or so seconds... And possibly widen as it fades, sorta like the way jet contrails do...
The RPB trails are something that aren't finished being tweaked yet. At some point in time, I think the plan is for one of these guys to look into those further.
NeoNight wrote:for some reason I can't score!! in a KOTH match when playing against bots I was using that 3rd person mutator taken from behind why!! why!! why!! can't I score!! (I was on top of the hill forever! )
Dude, I'm sorry but I do not know. What other mutators were you using besides 3rd person mutator? And have you tried it with just Chaos? Perhaps somebody else can help you better, but I think it's been seen in CTF as well(not being able to score), and I think it's related to Chaos working with another mutator. But if we figured out which one, I missed it somewhere in these threads.
formatter wrote:btw dosent the snipers crosshair has alil sircule that tells you where to shot depending on the diley time that wold take for the bullet to hit the targate?
Yes, that is a prediction indicator. Although I have to be honest, this came in so late in development, that I cannot swear that it is 100% reliable, and whatnot. I mean...it kinda seems like it's basically doing as advertised, but as far as being actually accurate, well, I hope we find out while playing on the servers. :wink:
formatter
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Kamekaze

Post by formatter »

Would it be posibule bring back the kamekaze option I realy miss it somtimes.
It's anyway Unreal.
neolith
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Post by neolith »

NeoNight, what graphics card are you using?
I just noticed that the crown doesn't show up with the shader I did. Maybe it's a bug, maybe we just need another fallback material...
:?
Or maybe the shader isn't in. jb?

EDIT:
This it what it looks like on my system:
Image
–The biggest trick the devil ever pulled, was convincing the world he didn't exist.–
jb
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Post by jb »

NeoNight,
are you using the TTM mut? If so can you try with out that mut and see if you get the same issue.


Correct on the RPBs as we are still trying to tweak that.

formatter,
try an IA game. Find some proxies, throw one down in the alt fire mode. Line up a second a bit further away. Use the RPB ammo and you should be able to kill both of them with one shoot.
Jb
formatter
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whats the diference

Post by formatter »

I was just experementing with the sniper;

RPB:
http://www.dodstudios.net/uploads/uploads/RPB.jpg

Regular:
http://www.dodstudios.net/uploads/uploads/Regular.jpg
----------------------------------------------------------------
Are they the same?
It's anyway Unreal.
jeditobe1
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Post by jeditobe1 »

I wouldnt be surprised. The RPB should have a smoke effect and explosion on impact though
I make Darth Vader look like a teenage punk with a lightsaber.
jb
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Post by jb »

Currently we are using the same model for the bullet. To my my life easier spa attached that "trailer" right to the model. If there is enough of a need we can add another model for the RPB weapon.
Jb
Swift Viper
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Post by Swift Viper »

What if the Cutter had an advanced weapon option to allow ground blades? I remember awhile back in the thread when we were talking about the name and firing modes, one of the ideas (from a team member I think) were for blades the would roll around on the ground. I'm not sure if this would be useful because of the fact it is easier to stay in the air then what it was in UT, plus the grapple hook and gravity belt. Could be nice, but again would it be too easy to dodge and become a useless firing mode?
Mad Member with lots of ideas and questions and somewhat good fragging skills.
formatter
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Post by formatter »

As I said in that post I was just experementing, improtant.

btw:
what abought the recochet?
It's anyway Unreal.
Shadowstar
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Post by Shadowstar »

I like the idea of rolling cutter blades. In my other idea to allow the cutter ammo itself to be used as weapons, I considered having the alt fire allow someone to roll the blade on the ground, like bowling. It would be pretty useful, since they could bounce and roll up inclines like ramps. If someone were hiding on the other side of a ledge, you could roll a blade off the ledge and it would fall onto thier head, doing 2x damage (technically a headshot)... There could be all kinds of uses for rolling blades.
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