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Author Topic: weapon functioning  (Read 10115 times)

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GEPLayer

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weapon functioning
« 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?
« Last Edit: October 21, 2007, 10:40:39 pm by GEPLayer »
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Ryan [Saiz]

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Re: weapon functioning
« Reply #1 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.
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VC

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Re: weapon functioning
« Reply #2 on: October 22, 2007, 12:11:42 am »

...in your face.
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mariocatch

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Re: weapon functioning
« Reply #3 on: October 22, 2007, 02:48:53 am »

A lot of those issues will hopefully be aleviated to some degree in a future release.
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Lovejuice

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Re: weapon functioning
« Reply #4 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?  ???
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Doc.NO

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Re: weapon functioning
« Reply #5 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....
« Last Edit: November 15, 2007, 01:34:24 pm by Doc.NO »
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Lovejuice

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Re: weapon functioning
« Reply #6 on: November 16, 2007, 08:40:51 am »

aight good to know. thanks man
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nowhere

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Re: weapon functioning
« Reply #7 on: November 16, 2007, 09:21:36 am »

With a macro you could set it up to make it one button detonate.
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