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Messages - Qent

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1
Well yeah, that's why I said if you were planning on spending much more time on it. I recommended ConsoleCommand as something quick and dirty that works, but it's starting to sound like the "working" part will be a long shot. If it's possible to recreate the classes with inventory items, then that way will be cleaner (the randomizing part, anyway) and more flexible.

2
ConsoleCommand is a quick fix. If you plan to spend much more time on this, then you might want to look into recreating all classes without using any playerclasses, only inventory items and Weapon.PreferredSkin. I'm not sure whether or not it will be possible with these classes, but it could be worth a shot.

3
The Ghoul's Forest / Re: Gameplay expansion in the works
« on: July 24, 2010, 07:01:35 PM »
Yurei as a neutral? :D

4
The Ghoul's Forest / Re: Updating GVH soon - Gimmie yo requests
« on: June 19, 2010, 09:24:32 PM »
Quote from: "CarThief"
[Marines need to be nerfed].
I'm sure you'd know, since you play as a marine all the time. :)

5
The Ghoul's Forest / Re: Updating GVH soon - Gimmie yo requests
« on: June 15, 2010, 05:19:29 PM »
Creepers can reach much farther than you think. It just seems hard to hit if you have a high ping, and although it looks like the attack comes after a delay (because of the animation), it actually happens the instant you press the button.

I don't see why you'd expect rage though. Not everyone here plays only marine.

6
The Ghoul's Forest / Re: Updating GVH soon - Gimmie yo requests
« on: June 13, 2010, 04:02:51 AM »
Quote from: "CarThief"
Hmm... Never noticed those before on GVH22, but i'd rather have them stay so the teleporters atleast cant be abused beyond putting traps on them.
The problem with them right now is that the blocking lines are invisible, so when I think I'm going to go alongside instead I get funneled in.

7
The Ghoul's Forest / Re: Updating GVH soon - Gimmie yo requests
« on: June 12, 2010, 07:39:36 PM »
Remove the blocking lines around the teleporters in GVH22 or make them visible to prevent accidentally going through.

Give the machinegun a vertical spread and increase its damage slightly.

8
The Ghoul's Forest / Re: Bitching thread
« on: May 26, 2010, 06:25:50 PM »
Bullets go through trees pretty easily IRL, if realism is what you're getting at there.

Okay maybe not shotgun pellets.

9
The Ghoul's Forest / Re: Bitching thread
« on: May 26, 2010, 04:09:04 PM »
I'm sure it's damage*random(1,3) applied to every pellet individually, so if all 7 pellets hit, then the chance of doing maximum damage (assuming a good random algorithm) is 1/(3^7) = 1/2187. The other way wouldn't make any sense.

Random numbers tend to hit multiple times in a row? I don't think so, as even the most basic algorithms can avoid this. If you're referring to the LMS random quirk, I think that's probably because the game is seeding at a really stupid time.

10
The Ghoul's Forest / Re: Bitching thread
« on: May 26, 2010, 03:16:59 PM »
Quote from: "CarThief"
Wow, you say it does 126 damage as a maximum full HIT? I cant see how that is fair in any way.
It's fair because the chance of doing 126 damage when all the pellets hit is about 1 in 2000. Of course if some pellets miss, the chance of doing 126 damage is 0.

@ Blox, sorry I didn't know you were jk. Those trails look really sexy, though it'll be annoying to have your shots blocked by decorations.

11
The Ghoul's Forest / Re: Bitching thread
« on: May 25, 2010, 11:49:35 PM »
Do not limit the range. All guns in GvH have (theoretically) unlimited range, I like it that way, and I think it should stay that way however else you nerf the riotgun.

Why are you using random spread and why are you calling random with non-integer arguments? I can't believe that's really what you want.

12
Cutstuff Discussion and Feedback / Re: New blog layout
« on: May 24, 2010, 07:53:57 PM »
Quote from: "NeuralStunner"
Quote from: "CutmanMike"
I think I know what's causing the 500 error but for now I'd just bare with it.
Bear with it you mean? I doubt very much that the blog is interested in you that way... :p
Huh? Then why do you check CutStuff?? :p

13
The Ghoul's Forest / Re: Bitching thread
« on: May 21, 2010, 04:08:56 AM »
Call me na´ve, but... shouldn't a search for the file skulltag-<USER>.ini find it?

14
The Ghoul's Forest / Re: Bitching thread
« on: May 19, 2010, 04:55:34 PM »
Mai was insane with grenades.

15
The Ghoul's Forest / Re: Bitching thread
« on: May 19, 2010, 02:29:04 AM »
Nadespam is tolerable. But there are some marines who predict ghouls' movements so well, they're almost as accurate with grenades as with hitscan. Really scary and annoying.

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