But in Krasny Construction hall, you shouldIt thuds nicely. In a quiet-ish eniroment. Over gunfire, don't think you should be able to hear it clearly![]()
But in Krasny Construction hall, you shouldIt thuds nicely. In a quiet-ish eniroment. Over gunfire, don't think you should be able to hear it clearly![]()
You mean that we should remove the arrow indicating your position on the map?
I think shooting through someone would be possible by a mutator, even penetration was introduce by a mutator. The only question would be how.![]()
Yeah, but when should it die then?replace the bullet with one that doesnt die on hit![]()
Yeah, but when should it die then?
After three people, 20 walls ...
But isn't the bullet automatically destroyed if it hits a character? Hmm now that you said it I think it could work a similar way like the INFPenetration mutator.
The bullet is destroyed like allways, but another bullet is spawned there the exit wound would be, setting a bPenetrate to false so that it would not penetrate another person.
I think the stuff floyd is asking for is a bit to complicated. But - lets say - having 2 to initiate the cap is very possible.
Since the thread concerning "Return RO:CA" has generated a fair deal of interest, I thought it might not be a bad idea to attempt to model Ostfront in the same way that CA was, in terms of the basic gameplay mechanics as well as things such as sounds and skins. Now, although I never played the mod extensively, I would imagine that we would need to work on the following:
Removal of the indicator of how many enemies are in a cap
Removal of the blinking cap zone icons
Requirement for more than one teammate to be present to initiate a cap
More prevalent momentum system
3D Audio for voice commands
Peripheral blurring in iron sights
Various audio assets (infantry movement, rifles, etc)
Darker/More Varied Uniforms (maybe)
I've probably left out a lot because I, like I said, didn't play the mod excessively.
So I mean, with a community initiative, can we do it?
Depends if the variablenames have changed or not.Is this simply replacing something like the ostfront movement code with the 3.3 movement code for example?
Well the mod code isn't really available so one has to work off of the Ostfront material and figure out how to "undo" stuff, stuff that I haven't had the time to work on. Very busy, and this is a project I knew I would not be able to handle alone anyway.