Kolya on 9/10/2006 at 02:47
Poor psi agents alway stand aside while the marine kids get all the fun. :(
(At least in the beginning.)
What about growing veins on your arm, a small drop of blood trickling from the cannula and the amp light lighting up? Eld? Impossible you say?
It might need some kind of "reload" animation, eh?
Anatoly_Korenchkin on 9/10/2006 at 07:35
Will be trying this out on my game tonight on the UNN Nightwalker... yet another example of the talent and creativity that i've seen on these forums for the past six years!
:angel:
Spitter on 9/10/2006 at 07:39
Wasn't this in SecMod already?
blaydes99 on 9/10/2006 at 13:55
Quote Posted by Spitter
Wasn't this in SecMod already?
After doing a search, it looks like this was partially implemented in SecMod, but it wasn't that great:
(taken from secmod readme: bullet/shell casings don't dissapear instantly when they hit a surface, they just stop rotating, they still dissapear when they hit another object like another casing)
So, now in my mod the collision and bouncing is fully implemented - each shell is an object will full physics. The other problem with SecMod is that there are a lot of other changes that people may not want to implement (it does change the game quite a bit).
What this mod does on the contrary is add something cosmetic and adds to the immersion without actually changing how the game plays.
C0rtexReaver on 9/10/2006 at 14:40
Quote:
Try it out - it's so fun to switch that assault rifle to fully-auto and just let loose and listen to all the shells bouncing around. Seeing shells all over the ground after a fight makes SS2 just that much cooler.
You know. . . I've fired a wide variety of assault rifles, carbines, machineguns, machine pistols, etc. and I've never heard a shell hit the ground.
Yeah, they're usually made from brass, and yeah brass can making a tinging sound when it falls, but but the sound is so overshadowed by the loudness of the weapon's report, even with a sound-supressor attached, that you'll never hear it, even if you fire a single shot.
-CR
blaydes99 on 9/10/2006 at 15:27
Well, I see where you are coming from, but with pistols and rifles, it is much easier to hear the ejecting brass because of the delayed or manual firing rate (I've shot plenty of these)... especially with shotguns. If you can't hear the brass, it must be your temporary deafness due to the explosions of the bullets.
You'll be surprised though, in-game it is sometimes hard to hear the shells over all the shooting.
RocketMan on 9/10/2006 at 17:24
Quote Posted by Kolya
Poor psi agents alway stand aside while the marine kids get all the fun. :(
(At least in the beginning.)
What about growing veins on your arm, a small drop of blood trickling from the cannula and the amp light lighting up? Eld? Impossible you say?
It might need some kind of "reload" animation, eh?
Ejecting fingernails...5 shot limit
Kolya on 9/10/2006 at 22:07
Now you're just being creepy. :)
RocketMan on 9/10/2006 at 22:20
Hmm...to really come up with something good for psi is a bit of a challenge since its so "out there" to begin with. The blood thing would be good. What about a particle effect that gives the illusion that the psi shot really took a lot out of the guy. You know when you stand up really fast and your vision becomes pixelated and fuzzy with little stars? Maybe that could happen if the player goes into overload mode or even normally. Or player could quiver or something. I dunno if this is possible though. I'd certainly welcome bleeding plug mod if the vision thing doesn't pan out.
Isn't a cannula some sort of Italian pastry? :D
Miukiel on 10/10/2006 at 01:20
I think that's a canoli.