Grenade "gun"
GoD
Join Date: 2003-06-06 Member: 17064Members
<div class="IPBDescription">what is wrong with the new gl</div> first off, in the comm chair it says "grenade gun", nobody calls it that <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
second, the sprites! need changing >: ) (speaking of sprites, couldn't the mine one be changed to a mine instead of the default? >: ) )
third, is it really that hard to make it load 1 nade and you can shoot it like the shotgun? i mean, i have looked at the model and the sequences (why is the reloading 1 nade called 3 and the 3 called 1? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> ), and you cant use just one reload animation and then an end one, like the shotgun, because otherwise the other nades would be screwed. i really like the new nade launcher, so dont change it! but did you just want to get the game out and you went "halfs" on that? or is it impossible <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
p.s. LOVE the new gl, crosshair sprites, and pistol sounds, superb, move the gj sprite to the left more eh, i sometimes shoot there the line is and it either bounces off a wall and kills me or misses completely
thanks for your time <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
second, the sprites! need changing >: ) (speaking of sprites, couldn't the mine one be changed to a mine instead of the default? >: ) )
third, is it really that hard to make it load 1 nade and you can shoot it like the shotgun? i mean, i have looked at the model and the sequences (why is the reloading 1 nade called 3 and the 3 called 1? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> ), and you cant use just one reload animation and then an end one, like the shotgun, because otherwise the other nades would be screwed. i really like the new nade launcher, so dont change it! but did you just want to get the game out and you went "halfs" on that? or is it impossible <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
p.s. LOVE the new gl, crosshair sprites, and pistol sounds, superb, move the gj sprite to the left more eh, i sometimes shoot there the line is and it either bounces off a wall and kills me or misses completely
thanks for your time <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Comments
It isn't a kill everything in your path gun. Deal with it.
yea i agree, but it would be alittle odd if the side part just closed automagically
I can see the <b>reasoning</b> a lot of people cry about it is wrong, because they simply want it to be stronger. But I can't understand why the reload animation is set up the way it is, as it's very strange to load 4 grenades, when you only have 1 left.
A single round per press system (like the shotgun) would be more logical, and make the animations fit.
The grenade launcher already does that. If you fire two grenades, then reload, you will only reload two grenades.
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
So this is not true?
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
So this is not true?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
It is true, but Shockwave is referring to reloading when you have less than four grenades <b>in reserve</b>. Not in the clip. The grenade launcher's reload sequence does take into account the number of grenades you have in your clip. However, it does not take into account the number of grenades you have in reserve. So, for example, if you have one grenade in your clip and one in reserve, and you reload, the animation for reloading three grenades will display when you are really only reloading one grenade.
+ 16 animations for opening in each state.
+ 16 animations for closing in each state
reloading animations.
reloading one grenade with one nade missing. +4 posibilities.
reloading one grenade with 2 nades missing. +6 posibilities. (switching to above when one is reloaded)
reloading one grenade with 3 nades missing. +4 posibilities. (switching to above when one more is reloaded)
reloading one grenade with 4 nades missing. +1 animation (turning into one "empty position" when it gets empty) (switching to above when one more is reloaded)
63 animation sequences and you can give each chamber a diferent color and it might never mess up. you also could show the state of each chamber or the grenade sum on a display anytime.
But this is nit DOD with models having hundrets of animations listed in one big sequence, most of them youll never see.
id perfer that the reload time on a gl is 2 unbairable.
-Impy
id perfer that the reload time on a gl is 2 unbairable.
-Impy <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Ever heard of the the Hawk MM-1 or 6G-30.
This will open your eyes on the power of the guns, I didn't factor in the Time it takes to reload, but the HMG is the fastest.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Shot Gun Total Damage Per Level of Upgrade
SG Level 0: 10 x 16 = 160 x 48 = 7680
SG Level 1: 10 x 18 = 180 x 48 = 8640
SG Level 2: 10 x 20 = 200 x 48 = 9600
SG Level 3: 10 x 22 = 220 x 48 = 10560
HMG Total Damage Per Level of Upgrade
HMG Level 0: 125 x 20 = 2500 x 3 = 7500
HMG Level 1: 125 x 22 = 2750 x 3 = 8250
HMG Level 2: 125 x 24 = 3000 x 3 = 9000
HMG Level 3: 125 x 26 = 3250 x 3 = 9750
As you can see the SG is over all more powerful, but the HMG is superior becasue it's a ranged gun.
A hive has 6000 life so either of these weps is powerfull enough to destroy a Hive once filled to max with ammo (or are they?). But a SG isn't percing, maning that vs Structures a SG will do full DMG while a HMG will only do:
HMG Level 0: 3750
HMG Level 1: 4125
HMG Level 2: 4500
HMG Level 3: 4875
So as you can see, a SG is a better weapon at destroying Kharaa Structures by FAR, and if you look at the TIme it takes from the previous posts, it factors out to be quicker to destroy a structure or Hive with a SG.
[Edit] My GL numbers were way off! So I have removed them I made the corrections in the SG thread! [/Edit]
If anyone of my number are incorrect, please make correction.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
+ 16 animations for opening in each state.
+ 16 animations for closing in each state
reloading animations.
reloading one grenade with one nade missing. +4 posibilities.
reloading one grenade with 2 nades missing. +6 posibilities. (switching to above when one is reloaded)
reloading one grenade with 3 nades missing. +4 posibilities. (switching to above when one more is reloaded)
reloading one grenade with 4 nades missing. +1 animation (turning into one "empty position" when it gets empty) (switching to above when one more is reloaded)
63 animation sequences and you can give each chamber a diferent color and it might never mess up. you also could show the state of each chamber or the grenade sum on a display anytime.
But this is nit DOD with models having hundrets of animations listed in one big sequence, most of them youll never see.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
No.
It can be reasonably assumed that the operator will spin the cylinder such that the leftmost chamber is the first empty slot AND that the grenades will always be sequential AND that if there are grenades in the gun, the current firing position will be filled, AND grenades after that will be in positions clockwise from there.
This brings the number of possibilites down to five.
So,
+ 5 animations for opening
+ 5 animations for closing
reloading:
one animation for each count of grenades, since given the above assumptions, they will always be in this order:
(Clockwise from leftmost chamber)
<empty> <grenade 1> < grenade 2> <grenade 3>
count to the amount of grenades that are left in the clip. There will need to be n+2 (n>0) animations corresponding to the number of grenades loaded. (i.e. empty clip must undergo one opening, four reloading, one closing)
Bringing the final count to 14 animations. Though, I do not believe it is required for a seperate animation for each of the openings and closings, I could be wrong.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
So this is not true?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
It is true, but Shockwave is referring to reloading when you have less than four grenades <b>in reserve</b>. Not in the clip. The grenade launcher's reload sequence does take into account the number of grenades you have in your clip. However, it does not take into account the number of grenades you have in reserve. So, for example, if you have one grenade in your clip and one in reserve, and you reload, the animation for reloading three grenades will display when you are really only reloading one grenade. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Oh, ok.
Like in Firearms (again) <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->