Yeah, I do the same but I went ahead and tried to fix it anyways, when it randomly sets the slide to the locked position when spawning I forced it to cock the hammer and chamber a round, it seems to have fixed that issue but occasionally doesn't for some strange reason. It also seems to occasionally put the bullet in a weird position while press-checking but it doesn't affect operation.lamekupo wrote:Eh, in all honesty, if it ends up being too complicated, it's definitely something that I can live with. I always check my weapon after spawning and make sure everything's in working order, so it doesn't really affect me.
Yeah, I think I'm gonna go with your second suggestion - I actually had the same idea while I was writing that out, I could have another button set for inspecting the guns, basically just tilting them to get a look and for the Thompson it would tilt so you can see the fire selector.lamekupo wrote:As for the Thompson, perhaps you could have the gun tilt for a second (as if the safety is on) the player operates the fire selector? Though, I'm not sure if that tilt is enough to display the fire selector, so is there a way to increase the angle of that tilt? Or perhaps even remap the tilt to another key entirely, so that the player still has the option to flip the fire selector without breaking his aim.
Now that you mention it, it does sound a little difficult to script! I'm not familiar with firearms so thanks for pointing that out. Before I even think about adding a double barrel I'd need a model anyways, so that would be in the future. The barrels converging is pretty cool though, sounds like it would take some time in the range to get used to aiming it properly!lamekupo wrote:Hm, keep in mind that modern double barrels use single selective trigger (SST) mechanisms. That is, there's only one trigger, and the inertia from the firing of one barrel toggles the mechanism to fire from the other barrel next. The older two trigger mechanism would definitely be more interesting though, especially with the ability to empty both barrels at once. Not sure how easy that would be to script though. (Or how the controls would work)
As for readjusting your aim, the barrels are tilted so that they converge at a certain distance (usually 25 yards or so for SxS), which would makes things a bit interesting if you used the older trigger mechanism.
Believe it or not, they actually do. I never looked in detail at the bullet script until now but it turns out when a bullet hits the robot it will shoot another linecast slightly deeper and call the internal damage function if there's a part there. It only penetrates if the bullets total velocity is over 100 (I think that would be 100m/s), and it isn't at an angle where it would ricochet. It doesn't use any armor values to stop it though. This opens up an opportunity to add a little more math into that if statement, taking bullet mass into account like you said for example!lamekupo wrote:Do bullets "go through" in Receiver? As I was aware, bullets hit certain target areas, and if the hit was a vital spot, that was it. I wasn't aware there was any sort of armor yet.
Unity has a pretty cool view mode kind of like x-raying, so I thought it could be useful for you guys to know where the internal parts are - I only labeled the internal parts, the camera and gun/shock prod is easily visible.
Hmm, I'll do some googling to see if the Thompsons longer barrel will make any noticeable differences. I can't remember the numbers off the top of my head, but if the Glock has a higher muzzle velocity than the 1911 it will currently be hitting harder like you said. After finding that bullets do in fact penetrate I can take the time to make separate bullet objects with different weight instead of firing one bullet with different velocities, so the faster moving ones that are lighter won't smack the robots with such force. The physics force on impact is solely based on the bullets velocity so the fast moving bullets will be hitting them harder right now.lamekupo wrote:Muzzle velocity is relatively synonymous with initial velocity. Longer barrels usually mean slightly higher muzzle velocities, since more of the powder burns in the barrel and thus more energy is transferred to the bullet. Not too much of a difference though.
But something I worry about is a 9mm bullet knocking a drone harder than a .45 ACP would. The .45 ACP round is slower, but has more mass and therefore would transfer more kinetic energy. It's too bad the code only accounts for the velocity of the bullet when it impacts a target, but not the mass.
I have the same opinion on the recoil that you do, the jumpiness feels right but the rotating is a little overdone. I took a decent amount of time yesterday to tweak the recoil so that it's a little more controllable but not too weak, it's not quite where it should be but I think it's a little better.lamekupo wrote:I'd say the recoil is a bit much in this game, although not too unrealistic. I think the vertical recoil should be reduced, but not by too much. Rotational recoil is definitely out of hand though. That said, it shouldn't be possible to aim at a spot and hose down a tight area with an entire magazine. Recoil gets almost exponentially worse as the gun loosens your grip and "wriggles" out of your hand. The main factor in controlling the rotational recoil is having a tight grip, so that the gun doesn't break your firing grip.
Basically, shooting too fast in semi-auto or on full-auto breaks your grip. You have to give yourself a half second to readjust you firing grip to get the best accuracy and recoil control. So, maybe have rotational recoil increase with each shot? This would make bursts relatively accurate but anything beyond a few shots per burst useless.
I can see how the code work for full-auto, but it seems hard to implement for rapid semi-auto fire. Alternatively, there could be a mechanic where the player needs to periodically readjust his grip, but I can't help but feel that might be a little too much micromanagement.
Controlling vertical recoil is a matter of stance. You have to sort of "lean into it".
I think the recoil increasing with each shot depending on the time between would be good, especially for the full-auto Glock. It would be reduced for two-handed weapons but that reminded me of that guy who tried a full-auto Glock even with a fore-grip and it flipped around and shot his other hand. Then again he seemed relatively new to shooting. Either way it seems like it would be a good feature to implement, but the grip readjusting does seem a little too far.
Yeah I really have no idea what's going on, I only managed to beat it in the editor 'cause I'm too lazy to find the tapes without setting every pile to have them, but I'll have to try it with the built version and see what happens. It should go a lot quicker with the bottomless mag cheat anyways.lamekupo wrote:As for the ending, I would assume it is a problem with Steam then, since Davidos and I are having the same issue, but you aren't.
Glad to hear that! As far as I know they would stay forever in the original game, but I can have the maximum value of the slider make them stay forever. I'm writing down the suggestions now so that will most likely be in the next update I post.saladofstones wrote:I greatly appreciate the changes made to the lifespan of items, but is there any way to set it to infinite? Or did the game always put a lifespan on them.
Edit: I made the sliders max value infinite and did a few other things, I went through all of the level tile prefabs and removed all of the unused animation and collider components, so that may help the performance a little bit. I updated the link so you can grab it whenever.