There's that too, but I was thinking of something else. It fires miniature
darts that fly like spears.
--------------------------------------------------
From: "Charles Rivard" <woofer...@sbcglobal.net>
Sent: Thursday, February 26, 2009 3:10 PM
To: "Gamers Discussion list" <gamers@audyssey.org>
Subject: Re: [Audyssey] [MOTA] Weapons Firing Glitch
A spear gun.
---
If guns cause crime, pencils cause misspelled words.
----- Original Message -----
From: "Shadow Dragon" <elementalult...@hotmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Thursday, February 26, 2009 11:42 AM
Subject: Re: [Audyssey] [MOTA] Weapons Firing Glitch
Its pretty much impossible to fire a gun underwater. You can fire, but,
and keep in mind this isn't from personal experience, from what I've read
a bullet loses pretty much all of its velocity pretty much right out of
the barrel due to water resistance. So while it'd probably clear the
barrel provided the gun didn't misfire with water filling the barrel, it
wouldn't get much farther after that. Maybe if there's ever any plans to
create some kind of underwater enemy, a dart gun could be created? I
can't remember what they were called but there's a spacific type of gun
that fires darts that fly similar to harpoons or spears under water.
As for firing down onto water, thato ne can be a lot more deadly, since
water can actually be quite reflective if hit hard enough.
--------------------------------------------------
From: "Scott Chesworth" <scottcheswo...@gmail.com>
Sent: Thursday, February 26, 2009 5:43 AM
To: "Gamers Discussion list" <gamers@audyssey.org>
Subject: Re: [Audyssey] [MOTA] Weapons Firing Glitch
Just to add to this, Kai's point about guns decaying is a great one.
Something else that would also go a long way toward realistic weapons
is bullets falling and ricocheting. True it'd mean finding sounds for
each surface, but it would give you some more real physics to play
with, specially if you could take into account water. I've never been
swimming with a gun, honest, but I'm taking an uneducated guess that
water messes with velocities and suchlike.
On 2/26/09, Thomas Ward <thomasward1...@gmail.com> wrote:
Hi kai,
Thanks for the bug report/note. I just wrote it down in the todo file,
and I'll take care of that issue for you in Beta 2.
Smile.
Kai wrote:
Greetings Thom et al.
The game code isn't taking into consideration the sound being played
when
a weapon is fired, and apparently thinks the sound is about 0 seconds
long.
If you fire the pistol, for example, you have to wait a while before
the
pistol sound will play again (simulating pistol speed / delay?).
However,
if you keep tapping your firing button even while the sound is playing
for
your first shot, you lose ammo, but no further sounds occupy the usage
of
said ammo.
Furthermore, I'm not sure that the lost ammo is affecting any damage
to an
available target (I unloaded about 20 magnum bullets (only two or
three
shots actually sounded) on the cyclops (on intermediate) in this
fashion
without ever killing him).
Given the modular design of the sounds in MOTA, is there a delay
function
on slower weapons that will only let the firing button use ammo when
it
actually is supposed to? And, in that case, can subsequent sounds for
the
same weapon overlap, rather than replace previous sounds?
Reasoning: A weapon's speed/sound is probably pretty short, whereas
the
sound's decay time can be long (echo effect). This way, guns would
sound
more realistic.
If the sounds were simply to replay themselves, interrupting the
previous
shot's decay, you'd have some very cut-off sounds for shots, with
unnatural ending effects.
Kai
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