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 pie menu problem 
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Joined: Tue Jan 12, 2010 8:25 pm
Posts: 400
Location: mukilteo, wa
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Post pie menu problem
I recently started looking at my old mods again, and thought i would polish them up.

I'm hoping someone here can help me out with my pie menu problem.
I have a gun with two fire modes (machine gun and spiderbot grenade launcher) right now the switch is only triggered by selecting gold digging AI. I would like the two pie slices i have to function properly.

any and all help i welcomed and appreciated



*UPDATE*
Fixed
Okay it kind of works now but machine gun mode glitches out bad (looks like he is constantly reloading and can't fire)
I have no idea whats causing this.
I'm an idiot, i forgot to add sharpness 0 :oops:

well while i have a thread open. i was wondering if anyone thinks it would be cool if i made the machine gun mode have explosive rounds? I'm thinking very tiny explosions, more like the round fragments.


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File comment: still a wip but pie is fixed
MG-SBGL.rte.rar [1.32 MiB]
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Thu Jan 26, 2012 1:04 am
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Joined: Tue Jan 24, 2012 12:40 am
Posts: 37
Location: Weymouth, England
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Post Re: pie menu problem
Bonsoir! I tried the gun out, and I think little explosions on the gun would be really cool - it'd make it more fun without being gimmicky.

Anyway, I really like this! The only little teeny problem I have is that I find the period between switching weapon modes (especially from MG to SGL) inconveniently long. I feel it should be able to fire the bot straight away after switching, since otherwise it seems it might be more practical to just carry separate guns.
This said, I am running a very low end computer, so everything is made a lot slower anyway. It might well be almost unnoticeable on a normal computer.
Apart from this minor criticism, it's a really interesting weapon to have in my arsenal! Thanks!


Thu Jan 26, 2012 9:17 pm
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Joined: Tue Jan 12, 2010 8:25 pm
Posts: 400
Location: mukilteo, wa
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Post Re: pie menu problem
I have been experimenting with explosive rounds, and i think they are WAY UNFAIR with full auto so I'm going to tone it down and make it single action with a air-burst so it pushes actors back on impact.

I plan on reducing the delay between weapon switches and making the gun have 3 modes.
-machine gun
-HE rounds
-spiderbot grenades

I should probably charge an extra 100 oz. for balance.


Fri Jan 27, 2012 5:27 am
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Joined: Tue Jan 24, 2012 12:40 am
Posts: 37
Location: Weymouth, England
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Post Re: pie menu problem
Sounds great! Can't wait to try it!


Fri Jan 27, 2012 8:36 am
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Joined: Tue Jan 12, 2010 8:25 pm
Posts: 400
Location: mukilteo, wa
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Post Re: pie menu problem
here's another test version. This one has my first draft of the explosive rounds, they still eat the hell out of terrain.
I'm going to look at some other options and see if i can't make it damage actors but not terrain.


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MG-SBGL.rte2.rar [1.32 MiB]
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Sat Jan 28, 2012 7:48 pm
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Joined: Tue Jan 24, 2012 12:40 am
Posts: 37
Location: Weymouth, England
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Post Re: pie menu problem
A slight problem running it - ammo.ini needed changing before it would run: it makes two references to scud.rte, which I don't have, and makes a reference to "Lil' Grenade" which it couldn't find thanks to the note that is attached to it!

The explosive rounds seem interesting, and I definitely agree that they are way too strong for a fully automatic weapon. Jolly good!


Sun Jan 29, 2012 1:18 am
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Joined: Tue Jan 12, 2010 8:25 pm
Posts: 400
Location: mukilteo, wa
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Post Re: pie menu problem
ooh my bad, I still need to remove the dependencies.


Sun Jan 29, 2012 2:17 am
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