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View Full Version : Flare ammo to H&K 69


Woolf
21st Feb 2000, 06:09 AM
How about some flares that can be fired from the grenade launcher.
To lit up the dark battlefields /infopop/emoticons/icon_smile.gif
Kind of the same style as in Hidden & dangerous.

Beppo
21st Feb 2000, 10:07 AM
different 'ammo' types are planned for future versions... we have to look, if such 'ammo' will be included, but why not /infopop/emoticons\icon_wink.gif
All ammo that is useable by our guns, should be implemented... but normally we speak of HS and normal ammo aso. not flares /infopop/emoticons\icon_wink.gif
well, we will see...

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

Beppo's (http://www.planetunreal.com/beppo) ControledDeath

21st Feb 2000, 11:50 AM
Bit of a side question here, I know that shells for a grenade launcher like the HK69 need to rotate several times before they arm themselves, so that if you accidentally shoot an object in front of you, you wont be blown up. Does the grenade shot out of the M203 also do this (I would think so but, Id like to know). But this leads to my qestion, I know that you said that the bots wont shoot you at close range with the HK 69, but will human players also have this option? I would be very happy to have a grenade hit me and land on the ground while I happily fragged its suicide prone owner.
CC

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21st Feb 2000, 11:50 AM
Bit of a side question here, I know that shells for a grenade launcher like the HK69 need to rotate several times before they arm themselves, so that if you accidentally shoot an object in front of you, you wont be blown up. Does the grenade shot out of the M203 also do this (I would think so but, Id like to know). But this leads to my qestion, I know that you said that the bots wont shoot you at close range with the HK 69, but will human players also have this option? I would be very happy to have a grenade hit me and land on the ground while I happily fragged its suicide prone owner.
CC

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Woolf
21st Feb 2000, 11:58 AM
About the flare ammo. How about make a completly new weapon like the swedish Närlys, like a steel tube with a rocket inside, shoots out of the tube and propelling the flare up in the air.

I have heard of 2 kinds of different timers on 40mm grenades. The standard one has a arming range of 30m and the other one developed for CQB has a arming time of 4m

INF_Neo
21st Feb 2000, 01:33 PM
Ehm, Ryan, the grenades fly with 79 metres per second (when fired) Do you really think that these will just pop off your body.

...What do you mean? That I can dodge bullets?

INF_Neo
21st Feb 2000, 01:35 PM
But back to the topic:
Why flare launchers? Who would use that? You're out for blood, not for light /infopop/emoticons/icon_smile.gif

Derek
21st Feb 2000, 02:43 PM
I don't know about flares, but I do want the CS tear gas. Also, how about the other types of ammo for the HK69?

Billdog
21st Feb 2000, 03:25 PM
.1 kg at 79 ms is like a thrown stone, a nuisance unless in the head nothing more.

21st Feb 2000, 03:28 PM
Neo- Would rather be hit by an exploding or unexploding grenade, if you had the choice? /infopop/emoticons/icon_smile.gif Ill take the latter, thank you very much. /infopop/emoticons/icon_smile.gifMy point was that I dont want players with HK69's suiciding and taking me with them, as thats a weak frag. I also dislike it when I blow my own dumb self up by hitting the wall in front of me, and the feature is realistic.
CC

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[This message has been edited by coffeycan (edited 02-21-2000).]

21st Feb 2000, 03:28 PM
Neo- Would rather be hit by an exploding or unexploding grenade, if you had the choice? /infopop/emoticons/icon_smile.gif Ill take the latter, thank you very much. /infopop/emoticons/icon_smile.gifMy point was that I dont want players with HK69's suiciding and taking me with them, as thats a weak frag. I also dislike it when I blow my own dumb self up by hitting the wall in front of me, and the feature is realistic.
CC

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Want to be an Infiltrator? Get the goods at:
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[This message has been edited by coffeycan (edited 02-21-2000).]

Woolf
22nd Feb 2000, 05:17 AM
Take this CTF Map Fin for example. You play it with the dark match option. And as a "defender" in a bunker you really dont have a clue who is sneeking around infront of you. Mayby you see a flashes from rifles or a shadow in your sniperscope.
You have a flare rocket, pointing it in a 70 degree angle and shoots it up in the sky.
It takes the rocket 2-3 seconds to reach its deployment altitude and in mean time almost every one can see the rocketengine flashing and hear the sound of it. When it deploys the shute opens and a bright flashing magnesium light lights up almost half the map. The flare dies out in about 10 seconds.

It would be really cool to see this in the game. Especially in darkmatch /infopop/emoticons/icon_smile.gif It delivers some new strategies and planning.

22nd Feb 2000, 07:17 AM
I think flares are a marvelous idea, although it all boils down to difficulty for the Inf team. If it's too difficult for them to implement then it won't happen. I don't know the first damn thing about C programming so I can't venture even an educated guess as to how hard it would be to include flares. However, if it's feasible I'd really like to see them. Maybe not quite as complex as a parachute rocket, but as a very bright light source that has some non-complex physics of hanging in the air and slowly drifting to earth. Of course if you were to fire it into a darkened room, it would sit on the ground and burn, illuminating the entire room.

As to the question about arming, yes the M203 also does this because the barrel is rifled. This imarts spin to the projectile which, by centrifugal force, arms itself by spinning several hundred thousand RPMs (no, that's not a typo). coffeycan brings up an excellent point that had never even crossed my mind - if you shoot the HK69 at a close range, the grenade should NOT explode. This was modelled quite nicely in Delta Force by Novalogic.

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Gryphon/JTF2
Striving for Excellence in Small Arms Data

=JTF2= Infiltration Server Info (http://members.home.net/freedomstoystore)

22nd Feb 2000, 07:17 AM
I think flares are a marvelous idea, although it all boils down to difficulty for the Inf team. If it's too difficult for them to implement then it won't happen. I don't know the first damn thing about C programming so I can't venture even an educated guess as to how hard it would be to include flares. However, if it's feasible I'd really like to see them. Maybe not quite as complex as a parachute rocket, but as a very bright light source that has some non-complex physics of hanging in the air and slowly drifting to earth. Of course if you were to fire it into a darkened room, it would sit on the ground and burn, illuminating the entire room.

As to the question about arming, yes the M203 also does this because the barrel is rifled. This imarts spin to the projectile which, by centrifugal force, arms itself by spinning several hundred thousand RPMs (no, that's not a typo). coffeycan brings up an excellent point that had never even crossed my mind - if you shoot the HK69 at a close range, the grenade should NOT explode. This was modelled quite nicely in Delta Force by Novalogic.

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Gryphon/JTF2
Striving for Excellence in Small Arms Data

=JTF2= Infiltration Server Info (http://members.home.net/freedomstoystore)

22nd Feb 2000, 07:17 AM
I think flares are a marvelous idea, although it all boils down to difficulty for the Inf team. If it's too difficult for them to implement then it won't happen. I don't know the first damn thing about C programming so I can't venture even an educated guess as to how hard it would be to include flares. However, if it's feasible I'd really like to see them. Maybe not quite as complex as a parachute rocket, but as a very bright light source that has some non-complex physics of hanging in the air and slowly drifting to earth. Of course if you were to fire it into a darkened room, it would sit on the ground and burn, illuminating the entire room.

As to the question about arming, yes the M203 also does this because the barrel is rifled. This imarts spin to the projectile which, by centrifugal force, arms itself by spinning several hundred thousand RPMs (no, that's not a typo). coffeycan brings up an excellent point that had never even crossed my mind - if you shoot the HK69 at a close range, the grenade should NOT explode. This was modelled quite nicely in Delta Force by Novalogic.

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Gryphon/JTF2
Striving for Excellence in Small Arms Data

=JTF2= Infiltration Server Info (http://members.home.net/freedomstoystore)

Woolf
22nd Feb 2000, 08:44 AM
The chute was only one idea. But the 2-3 second "warning" you get by the rocket engine is good so you can get behind some cover before everything is lit up.
It should be a really bright white flickering light that almost blinds you if you look at it.