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Re: 1.13 Feature requests thread[message #11280]
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Thu, 22 September 2005 03:04
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Kaiden |
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Messages:504
Registered:September 2003 |
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Yeah I can even picture the new intro... (that we'll have to ask someone else to do )
Enter Matrix mode with the green flowing symbols, a merc drops his empty pistol clip, and quickly (as quickly as he can in slomo anyway) pops in another, turns, and you get a close-up of the end of the gun barrel as he fires two shots... Now we pan the view to follow the bullets, still in slowmo, with the bullet trails, as we leave MatrixVision(tm) yet still in slowmo following the bullets, we pan around to watch them hit their target: An enemy with Spectra Armor, and the Words JA2 RELOADED written on the front of the vest... The two Bullets hit and as they flatten against the Armor, they form the Colon( : ) between JA2 and RELOADED. The Enemy starts to fly back in SLOWMO And then BAM real-time, Flat on his back Pan down and zoom in to the Main Menu with the JA2 : Reloaded Spectra Vest as the backdrop
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Re: 1.13 Feature requests thread[message #11294]
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Thu, 22 September 2005 16:41
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zango |
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Messages:128
Registered:January 2005 Location: India |
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Quote:Originally posted by Kaiden:
Yeah I can even picture the new intro... (that we'll have to ask someone else to do )
Enter Matrix mode with the green flowing symbols, a merc drops his empty pistol clip, and quickly (as quickly as he can in slomo anyway) pops in another, turns, and you get a close-up of the end of the gun barrel as he fires two shots... Now we pan the view to follow the bullets, still in slowmo, with the bullet trails, as we leave MatrixVision(tm) yet still in slowmo following the bullets, we pan around to watch them hit their target: An enemy with Spectra Armor, and the Words JA2 RELOADED written on the front of the vest... The two Bullets hit and as they flatten against the Armor, they form the Colon( : ) between JA2 and RELOADED. The Enemy starts to fly back in SLOWMO And then BAM real-time, Flat on his back Pan down and zoom in to the Main Menu with the JA2 : Reloaded Spectra Vest as the backdrop :ok:
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Sergeant
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Re: 1.13 Feature requests thread[message #11300]
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Sat, 24 September 2005 03:54
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szultz |
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Messages:24
Registered:October 2004 Location: Estonia |
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Quote:Originally posted by Kaiden:
No, what I meant, was casting your own slugs and casings, and dumping the powder out of one ammo type, into the new ammo type. I'm not talking taking 9mm ammo out of a pistol clip and putting each bullet into a 9mm SMG clip.
What I'm talking about is more involved, making a differnt kind of bullet using the powder from ammunition you no longer need such as 38 ammo, and any any mechanic that would specialize in cleaning and repairing fireamrs would not only know how to do it, but probably have the tools as well. Could it be done that first you take gunpowder out of lets say .38 shells ... haveing pile of gunpowder .... and then merge it with, lets call it '7.62 shell container/kit', merging them gives us new type of ammo .... powder is used up ... kit loses some %, ....... powder could also be used to make some homemade nades and explosives
Dunno how to do it... if you like it and find a way. .... I think it would be great
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Private 1st Class
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Re: 1.13 Feature requests thread[message #11301]
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Sat, 24 September 2005 04:13
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szultz |
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Messages:24
Registered:October 2004 Location: Estonia |
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Quote:Originally posted by Kaiden:
All-in-one kit! YES
Takes a large slot, but contains a crowbar, wire-cutters, lockpicks, can also be used as a toolbox, maybe some first aid and camo too, kind of a Field Kit. I would prefer to see some tactical tool ( cutters what contain also lockpics, and sqrewdrivers - stuff like that -> http://www.tacticalgearcommand.com/Merchant2/merchant.mvc?Screen=PROD&Store_Code=TGCOS&Product_Code=GMP600DET&Category_Code=02TTL ,is low bonus toolkit, locpick, acts as a wirecutter and gives bonus do disarming explosives/traps of all kind) Crowbar and camo stuff should be left out of it :nono:
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Private 1st Class
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Re: 1.13 Feature requests thread[message #11312]
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Fri, 30 September 2005 22:34
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szultz |
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Messages:24
Registered:October 2004 Location: Estonia |
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Quote:Originally posted by Majek:
Cmags are already in the game so you can have exactly what's in the picture. No, not just Cmags.
I mean that you can load 30bullet smg clip in to a MP5N for 5AP, loading a 15 bullet Pistol clip into same gun would cost 10AP.
What I want is that I could load both 30 bullet smg mag and ca. 100 bullet Cmag for AP cost of 5, but I cant load in more than 30 bullets using usual smg mags, but gun would support more bullets when cmag is used.
Dunno how is this doable....
Maybe useing some attachmnt, that changes gun mag size... allowing to use cmag with MP5N and other guns...(attachment would be somehow silently added when Cmag is loaded and silently removed when ordinary mag is loaded into gun)
Right now MP5 has 30 mag capacity.. if I load it with 100 Cmag... there is going to be 30 bullets in MP5, and the other 70 stay inside the clip, in your inventory, if I change MP5 to 100 bullet capacity, then I can load into it 3 1/3 30 bullet SMG clips and then take out 100 bullet cmag...
So I would like to see more clips( different clips for guns of different manufacturer, that use same ammo type), and I could load M16A2 with 15 bullet and 30 bullet M16A2clips, also with 100 bullet Cmag inteneded for use with M16A2...
Right now game assumes all mercs are carrying around loads of clips..... and one clip fits all manufacutrers product....
Somehow to change that?
I have some ideas about that but I don't no if you would like to hear them... so I shut up for now...
If it made any sence at all.. I can try to go ower unclear parts again ..... if not.. forget all of it.
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Private 1st Class
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Re: 1.13 Feature requests thread[message #11313]
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Sat, 01 October 2005 05:54
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Madd_Mugsy |
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Messages:634
Registered:July 2005 Location: Canada |
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I've thought about changing it so that clips determine the magazine size of weapons and only certain clips work with certain guns, but the code depends pretty heavily on having a specific size of magazine for each weapon. It'd take many days to change it all. It's very low on my list, and may never happen. It's easier just to work around it.
I've now externalized the Ammo Types (AP, HP, etc), so it should be possible to create all sorts of different calibers, clip sizes and ammunition types, just using the XML files.
Quote:
Is there some way to make the Rocket Rifle only available in Sci-Fi mode? It seems kinda out of place among the weapons in the realistic game...
That weapon in particular has been placed on the maps, which means I can't completely take it out. What I am thinking of doing is making the BigGunList tag become a realistic/sci-fi tag and making it so that the sci-fi weapons aren't available for purchase or used by enemies in realistic mode. I have a bunch of new sci-fi weapons on my todo list, so I'll probably get to this feature pretty soon.
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