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View Full Version : One of those bugs I never got around to fixing


Catalyst
9th May 2000, 05:09 PM
Hey Beppo, you should fix it so when you use the alternate fire mode on the grenade, and then you are killed before you let go, the grenade will explode after the the time it has left on it expires.

Chris Robbers
Infiltration Insider

Beppo
10th May 2000, 06:04 PM
Hey Cat !

why here and not via e-mail /infopop/emoticons\icon_wink.gif

ok, so all will see this:

It will be fixed !

Lead-Programmer of the Infiltration (http://www.planetunreal.com/Infiltration) Team

ElectricSheep
12th May 2000, 08:08 PM
Wouldn't this also apply to primary fire mode? After all, you *did* pull that pin out, so when your lifeless hand hits the ground, it should release the hand grenade and the clip should pop out starting the 4 second fuse.

Serp did this, and I thought it did hand grenade pretty well. Sure, the range on that shrapnel seemed a little bogus at times, and maybe the damage was a little excessive. Still, it was damn cool being able to *see* the jagged spikes of metal flying thru the air at high speeds and richoceting off of walls with sparks flying just before it takes your head off.

Catalyst
14th May 2000, 11:46 AM
Yes, sorry, this should apply to primary mode too. I believe Beppo has since implemented this.

Chris Robbers
Infiltration Insider

Beppo
16th May 2000, 08:43 AM
It's implemented for secondary fire, but I will implement it for normal fire as well, cause the pin should be dropped with the dead player, and so the grenade will be 'activated' even if the pin hasn't been pulled before.

Lead-Programmer of the Infiltration (http://www.planetunreal.com/Infiltration) Team