GoldenEye: Source Forums

Debriefing => General Goldeneye => Topic started by: GEPLayer on October 21, 2007, 10:38:27 pm

Title: weapon functioning
Post by: GEPLayer on October 21, 2007, 10:38:27 pm
I don't know if you guys already work this in the meantime,, but i was just wondering what your plans on weapon handling/loading for the in-game character were..

IMO,, loading some weapons such as mines takes too long in battle. Weapon fire animation is rather choppy, and sporadic as far as smooth game play goes. I would say hitboxes are defined rather scrutinizingly, but with the other two changed, I wouldn't see a conflict in smooth gaming skill.

The reloading effects work rather well as far as I noticed,, but the weapon switching menu gets redundant and disorganized as you pick up more weapons.. Switching from remote mines to "Bond Watch"  is rather time consuming after being able to throw the mine in the first place...

I just want to remind about how you were able to press A+B at the same time on the 64, and be able to watch the mines explode in the air. How good for gameplay was that?
Title: Re: weapon functioning
Post by: Ryan [Saiz] on October 21, 2007, 10:41:47 pm
When throwing mines you can click and hold both left and right mouse buttons at the same time and it will cause your remote mines to blow up.
Title: Re: weapon functioning
Post by: VC on October 22, 2007, 12:11:42 am
...in your face.
Title: Re: weapon functioning
Post by: mariocatch on October 22, 2007, 02:48:53 am
A lot of those issues will hopefully be aleviated to some degree in a future release.
Title: Re: weapon functioning
Post by: Lovejuice on November 15, 2007, 08:40:02 am
will we still be able to set our own button combos. for instance on my mouse i have 5 buttons could i set any two combo to detonate?  ???
Title: Re: weapon functioning
Post by: Doc.NO on November 15, 2007, 01:32:12 pm
could i set any two combo to detonate?  ???

You can bind MOUSEn with n=[3;4;5] in /gesource/cfg/config.cfg....
Title: Re: weapon functioning
Post by: Lovejuice on November 16, 2007, 08:40:51 am
aight good to know. thanks man
Title: Re: weapon functioning
Post by: nowhere on November 16, 2007, 09:21:36 am
With a macro you could set it up to make it one button detonate.