M16A4 public beta release

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chuckus

Can't stop the bum rush.
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If we want to complain about a lack of realistic sound, where's the annoying Sproing noise that the spring in the stock makes when most AR-15/M-16 pattern rifles make when shot? (frankly I'm glad that noise isn't there ).

Yeh that sound does get on your nerves after a while... especially after three straight days on the firing range!!
 

MP_Duke

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That's the most amateur coding evar; hint: you don't use while loops to increment variables you want to implement at each stage
Demosthanese said:
Code:
//Loop starts when caught on fire
for(int FirePain = 5; Health > 0 && Fire = True; Health -= FirePain)
{
  while(FirePain < 10) //Fire is flaring up
    FirePain++;

  while(Prone = True && MovingSidewas = True) //Prone and rolling around
  {
    FirePain -= 2;
    If(FirePain <= 0) //Check to see if you are still taking damage from fire
      Fire = False;
  }
}
 

[C22]-Acolyte

Ai kotoba afuro to gunsou!
Jan 20, 2002
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Duke, could you redo the M203 reload animation so that it would look more like the existing set of animations for the M16A2, or would that be too much of a trouble?
 
Apr 11, 2002
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Go Duke. You are now actively trying to piss on every last one of my posts. I een said
that was a half-assed bit of coding simply used to represent the general idea, and while
loops can be used to increment, and it is just as stable as a for loop or do-while loop. It
all comes down to the preference of the coder, asshat.

You want to talk to me, PM me. Don't spread the misery around the rest of the forum.
 

Beppo

Infiltration Lead-Programmer
Jul 29, 1999
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Demosthanese said:
Go Duke. You are now actively trying to piss on every last one of my posts. I een said
that was a half-assed bit of coding simply used to represent the general idea, and while
loops can be used to increment, and it is just as stable as a for loop or do-while loop. It
all comes down to the preference of the coder, asshat.
...

Ehem, sorry to say that, but 'preference' is a bit off here:
Code:
//Loop starts when caught on fire
for(int FirePain = 5; Health > 0 && Fire = True; Health -= FirePain)
{
Not commonly used but working... even if not the 'standard' usage of a for loop. A standard would be to in/decrease the int from the first argument in the third.


Code:
  while(FirePain < 10) //Fire is flaring up
    FirePain++;
This equals to directly set FirePain = 10. If you want to steadily increase the FirePain step by step then you need to use a simple IF statement here instead of a while loop.


Code:
  while(Prone = True && MovingSidewas = True) //Prone and rolling around
  {
    FirePain -= 2;
    If(FirePain <= 0) //Check to see if you are still taking damage from fire
      Fire = False;
  }
}
Same here... an IF statement was the thing you wanted to use here.


Now take back this 'asshat' comment or try to post proper code in the first place.
 
Last edited:

MP_Duke

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update 04.05.04 2:42 PM

All tomfooleries aside, we got an update...

Updated files: INFM16A4.u, INFM16A4.ini

Fixed: hip-shots moving to the right relative to LAM (thanks DEFkon, this was a consequence from fixing an earlier bug of the gyrating LAM dot; gotta love those)

Updates:
- modified suppressor and mag slapping sounds (thanks Crowze)
- reduced incendiary kill radius further while adding a flame radius check from more inflammatory damage :p (also replaced the 24 flying flames with just one explosion fireball which should chew up less cpu)
- ini updated with 2 variables bReplaceIncendiary and bRemoveIncendiary, set these to True to replace incendiaries with normal 40s or remove them altogether, respectively (thanks Crowze)

Download from Post #1
 

DEFkon

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I think i might have found a new bug, but i can't be sure. Basically it "seems" as if now burst fired from the hip shows the same type of Lam not lineing up with the impacts symptoms that effected single fire previously. It's really hard to tell though because the rate of fire on the gun is pretty high which makes it diffiult to track the last two shots. maybe it's just me seeing bugs where there aren't...
 
Apr 11, 2002
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From what I could tell, it seemed to match up. Sometimes it moved too quickly to see,
but other times it flashed just long enough that I could see it. From what I could tell, the
LAM matches the where the bullet shoots.

As fo the code, I mentioned that it was not ment to be functional. Just something to do
while I was bored, so **** off. That's why I refered to it as psudocode.
 

MP_Duke

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When you burst fire, the LAM dot also moves quickly to the right and then back again. The first shot lining up with the dot means it's working, even though you can't observe this with the 2nd and 3rd shots...
Anyhow, who the hell uses a LAM??? :p
DEFkon said:
I think i might have found a new bug, but i can't be sure. Basically it "seems" as if now burst fired from the hip shows the same type of Lam not lineing up with the impacts symptoms that effected single fire previously. It's really hard to tell though because the rate of fire on the gun is pretty high which makes it diffiult to track the last two shots. maybe it's just me seeing bugs where there aren't...