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Topic: Going prone... |
| Daemonus~rb |
General Member Since: Dec 23, 2006 Posts: 9 Last: Dec 23, 2006 [view latest posts] |
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Category: SoFII General Posted: Saturday, Jun. 1, 2002 07:03 pm |
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Aw...Man I tried it and it's cool! Now I'm wondering why the feature wasn't implemented to begin with...It's a tease knowing it's....almost....THERE...But you can't....quite....use it! At least, not for very long. Sigh. #### yeah, that would be very, VERY cool with the M60 and the sniper rifle...I suppose they could balance the loss of visibility, at least with the sniper rifle, with the occasional possibility of light reflecting from the scope, potentially giving away your position to an observant enemy. Again, just another idea expanding on another idea. Heh.. Yo programmers!!! You guys listening? Don't think I'm above bribery to get this feature working...  |
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| Wyld~rb |
General Member Since: Dec 23, 2006 Posts: 10 Last: Dec 23, 2006 [view latest posts] |
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Category: SoFII General Posted: Saturday, Jun. 1, 2002 11:50 pm |
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It takes about a second to flip the stand on a M60 when prone, usually less. Also, many gunners tend to keep it flipped down anyway.
The big thing I want to see here, is firing when prone (it should not improve accuracy greatly, but it can reduce the 'scatter' effect of your rounds) and rolling. Yes, rolling. Leaning left and right when prone is a silly idea, a simple roll left and right is useful and used in the real world. Here in Australia, it is a typical option to drive to the ground and roll left or right to break the mark's line on you. In addition, you can also roll to your left or right to help you stand up faster PLUS give you that extra sidestep of movement.
As for balancing it out, don't. Prone is used in the real world for a REASON. There are already rock/sissor/paper issues enough - grenades are bad news, you only have a 180 degree arc of fire, you're much slower, you need some time to get up, reloading SHOULD be a little slower.
Firing when prone and rolling when prone. These two things would bring that part of the game up to scratch. |
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| Daemonus~rb |
General Member Since: Dec 23, 2006 Posts: 9 Last: Dec 23, 2006 [view latest posts] |
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| splode~rb |
General Member Since: Dec 23, 2006 Posts: 182 Last: Dec 23, 2006 [view latest posts] |
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| Wyld~rb |
General Member Since: Dec 23, 2006 Posts: 10 Last: Dec 23, 2006 [view latest posts] |
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Category: SoFII General Posted: Thursday, Jun. 6, 2002 03:24 am |
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| Quote (splode @ June 03 2002, 04:53) | *great* input Wyld.
Hopefully that kind of detail gets in! |
| Quote | | *great* input Wyld. |
Thanks .. I do hope this can be included .. Either as part of a patch or possibly as part of a MOD.
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| killuh~rb |
General Member Since: Dec 23, 2006 Posts: 9 Last: Dec 23, 2006 [view latest posts] |
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| Iceman~rb |
General Member Since: Dec 23, 2006 Posts: 154 Last: Dec 23, 2006 [view latest posts] |
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| MP3~rb |
General Member Since: Dec 23, 2006 Posts: 5 Last: Dec 23, 2006 [view latest posts] |
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Category: SoFII General Posted: Sunday, Jun. 9, 2002 10:51 pm |
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Yes please the sooner the better I say Also be "nice" to roll grenades along the floor! booby trap buildings laser designate targets prior to airstrike the list goes on........ fingers crossed they appear either in the form of a patch or mod. |
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| slowJusko~rb |
General Member Since: Dec 23, 2006 Posts: 457 Last: Dec 23, 2006 [view latest posts] |
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Category: SoFII General Posted: Monday, Jun. 10, 2002 12:52 am |
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"Firing when prone and rolling when prone. These two things would bring that part of the game up to scratch." Added prone, firing while prone and I'm working on rolling while prone. It also limits your view up/down & left/right. Unfortunately none of it includes decent animations. I've hacked in lying in the ground (by manipulating the bones) but there are no transition animations from standing-to-prone or visa-versa... you just kinda 'pop' to prone and back again  The single player animations *do* have the needed transition animations for prone, but unfortunately they lack other ones (such as knife/grenade throwing, knife slash...) and the file is much larger (17meg compared to 1.6 meg for the multiplayer version). Raven - could you please supply us with information on making our own animations and possibly supply the default multiplayer animations to work with. It would help out *a lot* of people working on modifications. |
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| slowJusko~rb |
General Member Since: Dec 23, 2006 Posts: 457 Last: Dec 23, 2006 [view latest posts] |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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