Search found 21 matches
- Sat Feb 22, 2014 11:16 pm
- Forum: Receiver
- Topic: Weapon Additions - Updated Feb. 15th 2014 (Discontinued)
- Replies: 392
- Views: 519104
Re: Weapon Additions - Updated Feb. 15th
How about insane reaction speed and incredibly large FOV in combination with that? The game would become unplayable but oh my god, that would be hilarious to see. I have managed to take out a few turrets even after killing their motor, making it so I needed to hope any rounds they fired would miss....
- Mon Feb 17, 2014 2:15 am
- Forum: Receiver
- Topic: Weapon Additions - Updated Feb. 15th 2014 (Discontinued)
- Replies: 392
- Views: 519104
Re: Weapon Additions - Updated Feb. 15th
A couple things I've noticed 1) It is hard as HELL to penetrate the armour now. I'm getting my arse kicked by these bots (maybe it's /slightly/ too high?) I'd recommend maybe lowering the armour (or agility) values on the flying drones, especially for a couple of reasons; they're a little too hard ...
- Sun Feb 16, 2014 1:40 am
- Forum: Receiver
- Topic: Weapon Additions - Updated Feb. 15th 2014 (Discontinued)
- Replies: 392
- Views: 519104
Re: Weapon Additions - Updated Feb. 15th
In MGS1, Snake had a Mk23. It's related to the USP, but it's a different pistol.Volpe77 wrote:i also like the USP (though i was wandering if you could make the USP much more like the one in MGS1, if you know the one, i would so love that =O!).
- Wed Feb 05, 2014 6:59 pm
- Forum: Receiver
- Topic: Weapon Additions - Updated Feb. 15th 2014 (Discontinued)
- Replies: 392
- Views: 519104
Re: Weapon Additions - Updated Nov. 16th
Yeah, if you look at the spoiler above the rifle picture on the main post you'll see how it looks without the magazine mesh there, the last 2 bullets are in the same position so the first shot doesn't look like it takes a round though Here's an interesting quirk I just realized in the way this is i...
- Tue Feb 04, 2014 5:57 pm
- Forum: Receiver
- Topic: some receiver bugs
- Replies: 5
- Views: 7195
Re: some receiver bugs
Something I've noticed is that sometimes when you spawn with the Glock, the slide will start open. You take out the magazine to check if there's even any ammo in it, and then try to close the slide. A round pops out of the chamber (which, obviously, it shouldn't have been in there in the first plac...
- Tue Feb 04, 2014 5:01 pm
- Forum: Receiver
- Topic: Weapon Additions - Updated Feb. 15th 2014 (Discontinued)
- Replies: 392
- Views: 519104
Re: Weapon Additions - Updated Nov. 16th
From my time looking at the code I'm pretty sure that's what it's doing.APsychonaut wrote:I think it should. The glock and colt push the rounds up/down on the mag's base while you load and unload them after all. I assume that inside the magwell, it's doing just that still.
- Mon Feb 03, 2014 6:31 pm
- Forum: Receiver
- Topic: some receiver bugs
- Replies: 5
- Views: 7195
Re: some receiver bugs
-slide cant be moved when safety is enabled This is how the 1911 works; the safety lever physically stops the slide from moving -doubletapping an inventory which has a mag in it inserts this straight into the gun, idk if this is a feature though This one is a feature; currently in the GitHub code t...
- Tue Dec 10, 2013 7:39 pm
- Forum: Receiver
- Topic: [Idea] Horroreiver
- Replies: 22
- Views: 19995
Re: [Idea] Horroreiver
I'll have to confront the statement. It depends on weapon, mostly. When I was in combat training, my M16 would jam up pretty often during little firefights, enough to say that they do happen pretty often. The M16 is a pretty open system, lets a lot of dust in and has a lot of carbon buildup. Yeah, ...
- Fri Dec 06, 2013 5:45 pm
- Forum: Receiver
- Topic: Weapon Additions - Updated Feb. 15th 2014 (Discontinued)
- Replies: 392
- Views: 519104
Re: Weapon Additions - Updated Nov. 16th
One quick question, how would you properly insert/remove rounds with this magazine? Would you just push them down through the top? I'm done replacing the Thompson but I don't know how the rounds should be animated. You can see in this video he loads a few rounds into the mag about 5:00 in, and he p...
- Thu Dec 05, 2013 8:32 pm
- Forum: Receiver
- Topic: Weapon Additions - Updated Feb. 15th 2014 (Discontinued)
- Replies: 392
- Views: 519104
Re: Weapon Additions - Updated Nov. 16th
The so called Garand thumb. Actually I believed that the Garand thumb was caused because the bolt is no locked back properly, or rather is barely locked back, and to prevent that you have pull the oprod handle properly and you will notice that it has an extra backwards travel, only then is locked b...
- Thu Dec 05, 2013 12:19 pm
- Forum: Receiver
- Topic: Weapon Additions - Updated Feb. 15th 2014 (Discontinued)
- Replies: 392
- Views: 519104
Re: Weapon Additions - Updated Nov. 16th
The Garand can be reloaded before the clip is empty, but it isn't easy, so most games don't bother. If you pull the oprod handle while pressing on the clip latch (the button on the left side of the receiver), it will eject the clip and all remaining rounds. It's a bit awkward, cause generally you wa...
- Fri Nov 29, 2013 5:22 am
- Forum: Receiver
- Topic: The "Floating shell" bug
- Replies: 9
- Views: 8312
Re: The "Floating shell" bug
You pointed out that it was decreasing the slide position even with the slide lock in place. That helped immensely!
- Thu Nov 28, 2013 10:45 pm
- Forum: Receiver
- Topic: The "Floating shell" bug
- Replies: 9
- Views: 8312
Re: The "Floating shell" bug
I checked in my changes and issued a pull request to the main branch. Thanks for your help!
https://github.com/David20321/7DFPS/pull/11
https://github.com/David20321/7DFPS/pull/11
- Thu Nov 28, 2013 5:36 pm
- Forum: Receiver
- Topic: The "Floating shell" bug
- Replies: 9
- Views: 8312
Re: The "Floating shell" bug
Sometimes it seems like it cuts a little close to missing the feed position but it seems to be working properly. Well, even if you were able to render at a billion frames per second, you'd still have one single frame where the slide position goes from 0.6000000 to 0.5999999, and that's when it woul...
- Wed Nov 27, 2013 8:17 pm
- Forum: Receiver
- Topic: The "Floating shell" bug
- Replies: 9
- Views: 8312
Re: The "Floating shell" bug
Apparently slide_stage is set to nothing rather than hold when the slide lock is engaged as well, so this whole block will execute if it's locked but doesn't do anything (except chamber the round currently). It's set to hold only when the user is actively holding the slide in place, whether all the...