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Bladecat4
Banned
Joined: Thu Feb 05, 2009 6:39 pm Posts: 413
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Re: DarkStorm Military Technologies - Updated 11/22/08
Macs don't have a scroller. And even if they did, that would bring up the hud which stops you playing the game but doesn't pause. pwnage ensues.
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Mon Apr 06, 2009 4:51 pm |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: DarkStorm Military Technologies - Updated 11/22/08
Not everybody uses the mouse, also you would need a button for player 2. (And for players 3 And 4)
Edit: Bladcat posted first... Oh well
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Mon Apr 06, 2009 4:56 pm |
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Shard
Joined: Sun May 18, 2008 5:02 pm Posts: 380 Location: Florida
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Re: DarkStorm Military Technologies - Updated 11/22/08
Fine, use the T key for throw. Or is it used for something else?
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Mon Apr 06, 2009 5:53 pm |
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Bladecat4
Banned
Joined: Thu Feb 05, 2009 6:39 pm Posts: 413
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Re: DarkStorm Military Technologies - Updated 11/22/08
To throw something, grab a bomb and press the mouse button for 5 seconds, then release. There, you threw something *Retard hand slap*.
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Mon Apr 06, 2009 5:55 pm |
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Krumbs
Joined: Mon Aug 27, 2007 7:56 pm Posts: 1186 Location: Scotland
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Re: DarkStorm Military Technologies - Updated 11/22/08
Darlos9D wrote: I remember playing Soldat and thinking that its handling of grenades was way better than CCs, where it's just a separate button and you don't have to remove your gun.
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Mon Apr 06, 2009 6:23 pm |
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janekk
Joined: Mon Apr 07, 2008 5:25 pm Posts: 93 Location: Wasteland
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Re: DarkStorm Military Technologies - Updated 11/22/08
Darlos9D wrote: Now, here's a thought: a "throw grenade" button, kinda like Halo and some other modern FPSs. I remember playing Soldat and thinking that its handling of grenades was way better than CCs, where it's just a separate button and you don't have to remove your gun. This would require a third button, plus another switching function in the ring menu. Think you can handle it? I want that more than stealth field and that says a lot.
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Mon Apr 06, 2009 6:42 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: DarkStorm Military Technologies - Updated 11/22/08
Sounds cool. Ballistic Weapons and ChaosUT2:evolution both use seperate buttons and its all just a matter of the player realizing that they provide extra help and they are rather easy to learn once you know what they do.
I've been playing alot of Deus Ex lately and it has this machine gun with an underslung grenade launcher. It uses the change ammo key to switch to that mode. But seeing Deus Ex is more of a tactical and slower game than CC I'd probably go with seperate buttons, they work much better in live combat.
Are you gonna draw a "tech tree" where you can see what has what and what can be stuck on the other? Help you see the overall picture better. (Like what ammo types for what guns and what extra equipment like scopes and silencers can go with what guns ect.)
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Mon Apr 06, 2009 6:43 pm |
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Shard
Joined: Sun May 18, 2008 5:02 pm Posts: 380 Location: Florida
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Re: DarkStorm Military Technologies - Updated 11/22/08
Wait, I see a flaw. What if you had 2 seperate kinds of grenade? For example, you're dying and you try to use your DFG and it throws an explosive grenade, turning you into a pile organs, bones and blood.
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Mon Apr 06, 2009 8:10 pm |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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Re: DarkStorm Military Technologies - Updated 11/22/08
Shard wrote: Wait, I see a flaw. What if you had 2 seperate kinds of grenade? For example, you're dying and you try to use your DFG and it throws an explosive grenade, turning you into a pile organs, bones and blood. ...what. The DFG isn't a launcher, it's the HDExplosive. How could it throw an explosive grenade? There is no flaw :/
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Mon Apr 06, 2009 11:26 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DarkStorm Military Technologies - Updated 11/22/08
Shard wrote: Wait, I see a flaw. What if you had 2 seperate kinds of grenade? For example, you're dying and you try to use your DFG and it throws an explosive grenade, turning you into a pile organs, bones and blood. I already said I'd need a grenade-switching option in the ring menu.
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Mon Apr 06, 2009 11:28 pm |
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cornetto
Joined: Sat Feb 21, 2009 6:53 pm Posts: 53
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Re: DarkStorm Military Technologies - Updated 11/22/08
work on the quadrupedal robot first :p
i got some ideas for it's AI behavior if you want to hear them.
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Tue Apr 07, 2009 1:06 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DarkStorm Military Technologies - Updated 11/22/08
cornetto wrote: work on the quadrupedal robot first :p
i got some ideas for it's AI behavior if you want to hear them. I can assure you sir that I have no interest in your ideas. Especially if you're going to make demands.
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Tue Apr 07, 2009 4:27 am |
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cornetto
Joined: Sat Feb 21, 2009 6:53 pm Posts: 53
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Re: DarkStorm Military Technologies - Updated 11/22/08
no demands.
it's not really an idea i just want to reaffirm something i think you're already gonna do.
but honestly i want you to make the mod. it's yours not mine, so not another word about it:)
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Tue Apr 07, 2009 6:49 am |
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Shard
Joined: Sun May 18, 2008 5:02 pm Posts: 380 Location: Florida
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Re: DarkStorm Military Technologies - Updated 11/22/08
Darlos9D wrote: Shard wrote: Wait, I see a flaw. What if you had 2 seperate kinds of grenade? For example, you're dying and you try to use your DFG and it throws an explosive grenade, turning you into a pile organs, bones and blood. I already said I'd need a grenade-switching option in the ring menu. Then I must have missed that part.
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Tue Apr 07, 2009 2:01 pm |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: DarkStorm Military Technologies - Updated 11/22/08
I want cloaking Darlos. It should be easy, and these guys will be great once you've got cloaking.
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Wed Apr 08, 2009 11:18 am |
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