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#1 | ||||
![]() Join Date: May 2009
Posts: 913
Location: kent
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Now before someone locks this because it's a suggestion or a resuggestion or whatever let me say this: The original suggestion was turned down because it was hardcoded, and this is a simple alternative.
My current work on this consists of a teeny weeny bit of code added into the tweak file of an assault rifle. It's a mutated version of the overheat scripting, and in theory it's the only thing I know of that can stop a weapon from firing mid-mag in the refractor engine.
(Note: Filmed in vanilla because you can see the overheat indicator, just to see how long overheating/cooling takes) In practice though, since it's non-dynamic you can only do so much with it, so this is what I have done: The weapons add 10% of the heat from a minimi, and it takes 10x longer to cool down afterwards. The video above is an example of this system, and as you can see it takes a lot of sustained fire to overheat the weapon, but takes a lot of time to cool down as well. This will make players more hesitant to randomly spray and pray, which is common when players are handed an insurgent weapon. You'll also notice that the weapon completely fails when it's overheated. M16 question regarding heat - AR15.Com Archive According to this topic: Quote:
Just a bit more to keep the R-MODs at bay: This isn't in the suggestion forum because it's not a suggestion, but a request for information/inspiration. If the devs decide they like it then they can have it, but this topic is just here to ask for any more ideas on implementation | ||||
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Last edited by hobbnob; 08-12-2011 at 06:18 PM..
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#2 |
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I like it
AFAIK, weapon jams can happen for a few different reasons: Heat, dodgy magazines, dodgy ammo, dirt, etc. I'm no master of coding, but I imagine it would be possible to make it so you have to reload to 'cool down' the gun. I doubt this is possible, but if you could make it so the overheating temperature changed randomly, so the gun randomly jams, as opposed to jamming at a set number of rounds in a certain time frame. |
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#3 |
![]() Join Date: Nov 2009
Posts: 1,066
Location: Amsterdam
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nice idea, though I doubt if I've ever fired this many rounds in any round of pr (perhaps in an installment of call of duty, but of course that's a completely different story). the lower game-pace in pr doesn't really allow for this spraying
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#4 |
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PR:BF2 Developer
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There are a few problems with this method that I can see.
Anyways nice work, but don't think its workable. |
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#5 |
![]() Join Date: Mar 2008
Posts: 3,015
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#6 | |
![]() Join Date: May 2009
Posts: 913
Location: kent
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Quote:
Yeah it's a long cool down time, a few hours I think lol. Since you can#'t have obstruction stoppages for the reasons you stated I simply made it an overheat function, since I'm guessing from the thread I linked to that a rifle can overheat the same as an LMG. The heat add time was increased to get a reasonably accurate value according to the thread, but since it didn't include a cool down time then I just made it a lot slower since it's got handguards etc that cover the barrel and presumably make cooling less efficient. | |
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#7 |
![]() Join Date: Oct 2010
Posts: 559
Location: Stockholm
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How about dropping your kit and picking it back up again, this would represent a "clear jam" or "clean weapon". If it can remove the overheat it could be functional.
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#8 | |
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Quote:
-lucky | |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. PFunk - You BLUFOR snobs are utterly hopeless. |
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