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Re: A Small Compilation of New Features[message #308951] Sat, 11 August 2012 21:53 Go to previous messageGo to previous message
Sandro is currently offline Sandro

 
Messages:420
Registered:November 2008
Location: Mars
Sam_Hotte
...regarding Jumping over two tiles, and diagonally over one
Yes, pls! Smile
At least the 2 tiles on roof level would make a lot of sense to actually find a few roofs to jump to and fro. Wouldn't see it necessary on ground level and could cope without diagonal jumps.
I will try to do that probably. Have to figure out how to compose the animation.

JMich
Quick question about the dual burst/auto. Does it also cover the underbarrel grenade launchers and the underbarrel weapons, or is it main weapon only?
Also, other than the HeavyGun tag, is there anything else needing to be added to the XML Editor?
Only regular fire, not underbarrel GLs. Are there any one-handed GLs in JA2 anyway? Or one handed weapons capable of holding U-GLs?
Anyway, shooting two automatic grenade launchers at once.... oh boy...

wil473
Is there a modifier for weapon recoil? I've got muzzle brake attachments that in theory take some of the bite out of recoil. Also, I've got the Gyrojet pistols in my mods, it would be reasonable to make them recoilless.
There is not. There is autopenalty tag (in weapons.xml) and modifier(in items.xml) (if I am correct), but that's just for guns auto-capable. There is RecoilX and RecoilY added by Headrock for NCTH, but it is not entirely speaking about the back recoil.
I could add a modifier to items.xml, which reduces recoil kick impact on energy (RecoilEnergyCostReduction or BackRecoilReduction). That could be added both to guns, and attachments, thus making what you need possible. Though I am always hesitating on adding new tags. But if you see it a good idea... making it is not a problem.

Flugente
Question regarding the energy cost on shooting: How does the AI factor in the energy cost? As in, how do you make sure the AI doesn't knock itself out by lifting sniper rifles around?
Simply... I've tweaked the AI to consider lowering the gun when it is too exhausting to keep it up. Depending on the situation - in the middle of battle, he rather tries to shoot if he still can, unless he would really collapse.

Flugente
Just wondering... if jumping is possible, would it be possible to add jumping from a roof down on an enemy? Like jumping to his position and knocking him to the next tile or sth. Bear with me, I played a lot of Batman games in the last nights Smile
With a proper animation, one could try that. But I can't imagine how should that actually look...
<..thinking..>
....Nah, I guess it is not going to happen. :/

EDIT: Oh, btw, Flugente, I've made AI to be able to switch scope modes, if they would get penalties with their current one. :thumbsup:

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I'll send the files to RoWa as soon as possible. I just found a strange crash-bug beyond my understanding, and need to solve it first (may not even be my bug, I have to figure).
Be patient, my friends.
I am glad you like it.
Any more suggestions welcomed.

EDIT2: I just found that bug really isn't mine, but appeared in recent trunk version. So I am free to send the files to RoWa!
I will probably do it tomorrow. Sorry for not providing direct download link.. (Tbird) Smile

[Updated on: Sat, 11 August 2012 22:54] by Moderator

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