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View Full Version : Plans for weapons - new and current



Dingo Dave
21-05-2004, 20:05
I was just wondering what the plans for current weapons like the conc. rifle and flechette are, if its movie battles will they be modded into movie weapons instead ie that long laser boush has or a vibro axe.

also I am unsure of how the weapons work, as some, eg. nogrhi stick it would seem are obtainable a certain way. Is there a limit to the number of possible weapons and are things like the mand rocket classed as normal weapons or are they made differently. Also are they easy to make or was it coded from the start (in jamp) If they are easy to make a whole load of special weapons like smoke grenades could be created for diferent classes.

Dacks Zero
21-05-2004, 20:44
We try to bring in weapons that feel appropiate, needed, doable, refreshing and possible.

New weaponry also needs correct modeling aswell as skinning and coding, time and use - if capable of.

Again, our current goal is getting the game well working, balanced and met to our design goals.

Dingo Dave
21-05-2004, 20:45
i understand that, i was just wondering. :)

DaveGrohl
21-05-2004, 21:28
i said this on the server but does any think the E-11 accuracy is slightly off, when i fire it, it seems to go slightly to the left of the crosshair even when its on lvl 3

Dingo Dave
21-05-2004, 21:50
that might be an illusion, i was sniping and noticed the the dx-9s beam goes to the left. This is so it hits the crosshaair spot and not whats infront of model.

DaveGrohl
21-05-2004, 21:53
no i meant it didnt hit the cross hair in the centre it shot to the left of the cross hair

Alesh
21-05-2004, 22:52
I noticed this too, and i think this only happens in MB, i aimed at a wall and the mark appeared left of the crosshair.

Dacks Zero
21-05-2004, 23:25
The E-11 in reality is an inaccurate weapon - this only emphasis it more, just slight alter your aim to hit correctly. This is more of an effect to differientate every weapon.

Like how the Dual Elites and M4A1 differ in accuracy in CS.

ACiDuS
22-05-2004, 01:32
I've noticed the e11 hits to the left of the crosshair too, and not central, not matter what the fire mode.

It always happens, go try it out dacks. The only reason I hadnt mentioned it is I thought it was most likely already known.

DaveGrohl
22-05-2004, 12:49
its a bit annoying tho when your trying to shot a mando from far off and your shots are missing while he's are hitting you perfect

Keshire
22-05-2004, 13:03
Hopefully If AOTCTC doesn't bogart their actual weapon model, we can use that. But the animations are mine so thats not a problem.

Alesh
22-05-2004, 14:02
So... will heavy weapons be another class or an option for soldiers?

Andrew Past
22-05-2004, 14:24
The E-11 in reality is an inaccurate weapon - this only emphasis it more, just slight alter your aim to hit correctly. This is more of an effect to differientate every weapon.

Like how the Dual Elites and M4A1 differ in accuracy in CS.

How do you figure? At level 3 it's just about as accurate as a bowcaster(a little off but oh well). I'm getting tired of the E-11 being dissed when I when I go to town with it ALOT on the servers.

Dingo Dave
22-05-2004, 14:34
isn't aotctc falling apart though. I'm sure you could trade something with them...

Keshire
22-05-2004, 14:39
isn't aotctc falling apart though.

Yes and no. But this isn't a discussion for here. Either way I'll take advantage of any resource I can for the sake of the community and MB/OJP.

Dingo Dave
22-05-2004, 16:37
:) Good, so that missile lauchr is the plex 1 ya? A capacity of 2 rockets and used by ARC troopers. I think i'm begininng to see a new class.

zag
22-05-2004, 19:52
i always thought it would be cool to have a torch as a weapon/item
maybe on a future level there could be an alternatice route through the sewers that is so dark and spending points on a torch would really come in handy
im not sure if the Q3 engine is built for such things though seeing as shaders dont actuallyproduce any light... :(
something to thing to think about i hope

DaveGrohl
22-05-2004, 20:33
How do you figure? At level 3 it's just about as accurate as a bowcaster(a little off but oh well). I'm getting tired of the E-11 being dissed when I when I go to town with it ALOT on the servers.

im not dissing it cause i no when you use normal fire not rapid its very accurate but in this mod i've found the the blaste go to the left of the cross hair making it hard to hit from far off (im normally soldier). remember when we we're playing tantive the other night and shot cause i thought u were some one else. it took me a lot of shots just to be able to hit u

Andrew Past
23-05-2004, 01:26
I was talking to Dacks mostly. But I haven't had that problem. Try using cg_drawcrosshair 2, I find that crosshair easy enough to see through yet gives greater accuracy than the default.

DaveGrohl
23-05-2004, 02:21
i'll have to test the accuracy in SP game and a siege game later see if theres any difference

Dacks Zero
23-05-2004, 03:11
How do you figure? At level 3 it's just about as accurate as a bowcaster(a little off but oh well). I'm getting tired of the E-11 being dissed when I when I go to town with it ALOT on the servers.

With accuracy I do not mean how straight the firerate can go under various movements, but how close through the middle of the crosshair it goes. The fact that you're compensating for the E-11's inaccurate aim already says enough.

Wether you do good or bad with it is totally off and besides the point, it's that the weapon acts as it should and has ben represented as.

Andrew Past
23-05-2004, 18:59
lvl 2 accuracy isn't too bad, although primary fire is best at long range with lvl 2

Dingo Dave
25-05-2004, 23:26
Does anyone know what coding is required to enable the addition of brand new weapons without overiding previous ones?

Equinox
27-05-2004, 17:30
They should make gungan electricity stun grenade/ball. that would be pretty cool, you could stun droidekas with it... :D