View Full Version : questions and ideas
10th Feb 2000, 02:51 AM
Im wondering how its all going in the idea of like weapons wihth over under setups how does the ammo counters for weapons like that work ie a m16 with a grenade launcher is it like the U4ever mod where when you fire it auto switches to show you the ammo stored ?
Also on the big guns how about weapons that when you activate em you cant move say like a
50 cal machine gun with a mount takes like 5 seconds to set up great for team covering in a open field since to me the best assault map for infiltration is the normandy beach one included in the UT retail version
10th Feb 2000, 09:08 PM
I think this is already discussed in our team /infopop/emoticons\icon_wink.gif maybe it can be found on the roadmap too.... I haven't seen the newest version of it yet /infopop/emoticons/icon_smile.gif ... sorry for that.... and shame on me .... /infopop/emoticons/icon_smile.gif
But all type of weapons will have different types of 'additions' to your movement, aiming aso. ( this can be found in the roadmap /infopop/emoticons\icon_wink.gif )
Lead-Programmer of the Infiltration (http://www.planetunreal.com/Infiltration) Team
Beppo's (http://www.planetunreal.com/beppo) ControledDeath
12th Feb 2000, 07:20 PM
Without being familiar with the firing procedures, I don't think firing the grenade launcher and rifle at the same time is an option. If that is the case you'll have to toggle the weapon mode to the launcher, fire it and toggle back. We'll take a look at it when we're later in development.
Your idear about weapons that need to be setup is good, but I don't think we can use it for Infiltration. Infiltration is about contemporary commando operations and such units are very light.
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