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 Ballistic Weapons: Mercenaries! ))AAL Discussion 
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Joined: Mon Aug 13, 2007 6:36 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
♥♥♥♥ yeah, you ported the Artillery Cannon over!

Does it still have ungodly massive recoil, or did you take that out since you can't set it up as a turret? (until b23 of course)


Thu Apr 16, 2009 7:41 am
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Yeah it has some nice recoil, but not that it would be annoying so you'd tumble every shot backwards.
Unlike the one in the real BW, this one fires a heavy slug that smashes the target with its mass, then after about 2 seconds, the slug explodes causing even more pain. The recoil it has balances the weapon nicely since it always knocks you off aim and can even send you flying on your back.

I think I'll try to improve the Strike Pods sprite a little, it looks a tad messy compared to the other stuff in the mod.


Thu Apr 16, 2009 8:45 am
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Joined: Fri Mar 02, 2007 6:59 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Looking EXCELLENT, although PLEASE try to get the crawlpaths working, and that force gun sprite is really weird looking. looks like a toffee lasso.


Thu Apr 16, 2009 9:11 am
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Joined: Sun Dec 09, 2007 3:08 pm
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Location: Islamic Republic of Bradistan, Yorkshire, England
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
numgun wrote:
I just noticed that picture of the menu is wrong. The menu deformed some of the guns and they look wierd on it, but ingame theyre awesome. I'll get a better picture of the guns(with mags!) later on pasted on the grid bg, but for now this will do.

Apperantly the other thing I had to do failed since I forgot to take it with me.
So now I used my time to make 6 more guns! This time the shotguns and the machineguns! Minigun will have a frikkin large backpack for ammo so you wont have to worry about it running out while you mow down people at 3600 RPM!

Image

FYI The M353 is to the M925 as the M240 is to the M249. M353 fires a heavier round with a 100rnd belt while the M925 fires 5.56 rounds if I remember correctly. I was wrong, the M925 is .50 and they didn't specify the M353.


Thu Apr 16, 2009 10:45 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Ok, I'll try it again and get that crawling to work.

Also started on implementing the scenes people sent me.
After fiddling with the mess of all these maps in their seperate .rte folders into the BWs own .rte, BW will have its first arena maps. :grin:


Thu Apr 16, 2009 4:52 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
If you can't get it to work, I might be able to, but that's after you release the mod...


Thu Apr 16, 2009 6:25 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Roon3 wrote:
If you can't get it to work, I might be able to, but that's after you release the mod...


What a sly attempt on trying to get the beta :|


Thu Apr 16, 2009 6:34 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Roon3 wrote:
If you can't get it to work, I might be able to, but that's after you release the mod...


Thu Apr 16, 2009 6:41 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Roon3 wrote:
Roon3 wrote:
If you can't get it to work, I might be able to, but that's after you release the mod...


Still don't trust you, you sound so weak and defenseless when you look at me with those big wet puppy dog eyesss~


Thu Apr 16, 2009 6:58 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Alright, so far I've got 9 new terrain files, 3 pre-built arena maps.
Gonna make them all 9 be pre-built. New maps are still welcome.
Just dont make them too large since its DeathMatch were talking about.

Also I thought some interactive objects might be cool:

Suggest interactive objects/contraptions that could be placed in a deathmatch arena for strategic use or some benefit.

Example stuff:
-Wooden crate: Possibly items inside, can be used as cover or broken to retrieve arms.
-Oil Barrel: Shoot it too much and it will explode violently.
-Fan blocks: Shoot at it make it emit pushing particles that will toss people close to it.


Thu Apr 16, 2009 8:13 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
-Neutral door: Anyone who holds it on one side will stop the other player unless he captures or destroys it.
-Command point: Will allow person to change weapon from a selection. Could be done from a gold-kill ratio system.
-Follow the Leader in a bottle: Hidden bonus, one per level, that will spawn a friendly but unselectable actor which is on follow mode (a goto checkpoint placed on the player actor).


Thu Apr 16, 2009 8:20 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Are these with Lua enabled?
If so,
- insta-kill areas activated by shooting large red button

Without Lua,
- Fuel tanks (explode like oil drums but bigger)
- Radioactive waste drums (shoot to spill radioactive bits that cause small amounts of damage)
- Reactor (shoots out plasma jolts when damaged, explodes into sparkly plasma that stays around for a while)
- Steel and Ship plate crates (stronger than regular wood crates)


Thu Apr 16, 2009 10:11 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Fuel tanks have been done. Check Map Pack 3.


Thu Apr 16, 2009 10:15 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
I know. I made them. numgun can make better effects though.


Thu Apr 16, 2009 10:17 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Some ideas:

- Machinery: Can be used for cover, sparks and leaks oil when shot, can explode and fling gears and pipes and such depending on the type.
- Healing machine: Heals actors next to it. Could lead to some interesting tactics.
- Traps: Pit traps, cage traps, sparking electrical wires; anything to make the arena more dangerous.
- Land mines: War leaves some nasty surprises in the sand...
- Switches and Terminals: Toggle other little traps, doors, and things.


Thu Apr 16, 2009 10:29 pm
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