New 40mms

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

keihaswarrior

New Member
Jan 7, 2003
1,376
0
0
42
Seattle
keihaswarrior.home.icq
It would not be realistic to restrict it to the hk69. I don't see balance reasons either. It will equally effective in the m203 or hk69. It isn't going to make the m203 any better than the hk69.

I don't think Don is right, these will not be overkill (but playtesting online will be the only way to see for sure). The HEDP barely penetrates at all, and the Airburst is hard to get on target. I do have one small concern: Why would anyone use the HE when you can get the HEDP which does the same thing AND penetrates?
 

geogob

Koohii o nomimasu ka?
ok... just tried it against bots a few games... I retract what I said about balance.

Those nade are not so easy to use and they are not as overkill and effective as i thougth (especially the HEDP... no, it's not a 120 mm shell after all). Perhaps the HEDP doesn't penetrate enough... i do not know. but I hardly killed a bot with it on frozen.

So i retract my opinion on doing hk69 only ammunitions. Should be for both hk69 and m203.
 

Hadmar

Queen Bitch of the Universe
Jan 29, 2001
5,567
45
48
Nerdpole
keihaswarrior said:
@BW
If you click on training, then no mutators will activate. If you want to try the shooting range with mutators, then play it in deathmatch.
Clicking on training works for me with mutators.
 

yurch

Swinging the clue-by-four
May 21, 2001
5,781
0
0
USA, Maryland.
Visit site
Argh, lots of replies...
keihaswarrior said:
I do have one small concern: Why would anyone use the HE when you can get the HEDP which does the same thing AND penetrates?
The HE puts up a bit more fragments and will therefore usually be more effective.
keihaswarrior said:
1) The smoke seems awfully dark and opaque and dissipates quite slowly.
Yes, storm bitched about that too. :p
2) The HEDP round doesn't seem to penetrate very well. Also, I never saw it put decals on the opposite side of walls. So it is hard to tell if it penetrates or not.
3) Occasionally the HEDP round causes a large amount of explosions at once which causes my FPS to go to 0 for about 10sec.
The HEDP is quirky at best now, alot of of the decals, ect seem to happen because it's not very effecient CPU wise. I've seen an exit decal before, but not always.
4) Why did you make the shrapnel not richocet?, that doesn't sound realistic.
It will richochet, but like a bullet, not the former basketball.
Can you edit the M67 nades as well so that all the grenades look and act the same?
Maybe.
Vega-don said:
i like it but i think its realy the OVERKILL weapon, especialy the one that bounces around corners. thats realy evil
Most of them are on average much less effective than the usual 2.9 counterparts, you need some really accurate placement to reliably kill an armored target.
Freon said:
Also, did you increase the arming distance like you did in RA?
No.
-reaper- said:
This sounds very good. Are you going to make the same additions to the M203? Do the grenades have a different colour than smoke or HE grenades when being loaded into the launcher?
The HEDP's have orange tips, the airburst have olive. Just the very tip, though, so you probably can't see it from first person. As for the M203, I have to expand the number of ammo types first, as the regular bullets already take a slot up on the m16 (leaving only one extra type of ammo availble instead of two)
Demosthanese said:
Since this is not the final mutator, would you name it new40mmbeta1(2, 3, etc) just to eliminate any possible Version mismatches should a server decide to run this?
No, I'm lazy.
Bushwack said:
i tried the summon thing, they summoned fine, but i couldnt pick up the grenades at all dude, thats gotta be a bug, or are they there just to tease nade fans such as me? :D
Now if you couldn't pick them up at all, something very wierd is up. Do you have any errors in your infiltration.log of relevance?
 
Last edited:

Specter

Infiltrator
Jul 17, 2002
62
0
0
The new grenade rounds are neat, although the smoke effect does look strange. What rounds were you thinking of adding in the future?

I think it would be useful to have some kind of parachute illumination flare like the M583A1:
http://www.globalsecurity.org/military/systems/munitions/40.htm

A less-lethal grenade round that did damage only to stamina (unless hit in the head without a helmet) would be fun, but I don't know if it would actually make sense to add it to the game.

I think that the color markings on the grenades need a little work. I'm not sure how accurate the website above is, but is seems that the grenades in Infiltration have different markings than those on the site.
 

yurch

Swinging the clue-by-four
May 21, 2001
5,781
0
0
USA, Maryland.
Visit site
The large flares I'm not sure are capable of being modeled properly on UT... a flare like that could light up all of RtK when fired in a mild quantity.

As for paint scheme, it appears they come in all sorts of styles (a quick google search reveals this picture...) I figured I would do something like this as players already recognize the white nade as HE. I'm no good at texture work, so if someone has alternate skins they are willing to make for the various nades, by all means go ahead.

As for additional types, perhaps buckshot rounds. (heh, I may not even carry a pistol anymore with those)
 

keihaswarrior

New Member
Jan 7, 2003
1,376
0
0
42
Seattle
keihaswarrior.home.icq
I request one additional tweak. When changing between 40mm types with the m203, the INF soldier drops them on the ground which is retarded. I know that the animation is for them to drop out, but that is just because the INF team didn't have an animator to make a new animation. Please make changing ammo types with the m203 work the same as the HK69.
 

yurch

Swinging the clue-by-four
May 21, 2001
5,781
0
0
USA, Maryland.
Visit site
Haha, yeah, that drove me nuts.
Anyway, I'm working on the slow process of increasing the ammo type limit. After that I should be able to have the m203 in working order. If there's still time tonight I'll throw in buckshot rounds - should be easy enough.
 

Beppo

Infiltration Lead-Programmer
Jul 29, 1999
2,290
5
38
53
Aachen, Germany
infiltration.sentrystudios.net
@Keihas... maybe learn to animate before talking such BS ...
what you just requested would need a totally new M16+M203 with all its animations...
even if it would be someone from the team who changes this, it would mean to dig out the old original anims, the old MAX version and exporter tools and then trying to add this one special animation without messing up the already available ones. Then you have to export the M16 again and if you do not manage to export it exactly like the old version was exported then you can start changing all offsets used within the codes again.

A 'bit' much of work that you request here. I sometimes wonder how easy you guys think this stuff is to be made... :rolleyes:
 

TOAD

One team...one life...one chance
Feb 15, 2002
91
0
0
Visit site
Cool... hopefully this can be made compatible with TS somehow, because I was only planning to put in the buckshot just like ra286... less work for me.
 

geogob

Koohii o nomimasu ka?
Beppo said:
@Keihas... maybe learn to animate before talking such BS ...
what you just requested would need a totally new M16+M203 with all its animations...
even if it would be someone from the team who changes this, it would mean to dig out the old original anims, the old MAX version and exporter tools and then trying to add this one special animation without messing up the already available ones. Then you have to export the M16 again and if you do not manage to export it exactly like the old version was exported then you can start changing all offsets used within the codes again.

A 'bit' much of work that you request here. I sometimes wonder how easy you guys think this stuff is to be made... :rolleyes:

Isn't it possible to just make the unused nade not drop on the floor... keep the dropping animation, but let's pretend it drops back in the inventory ;)
 
Apr 11, 2002
796
0
16
Dallas, TX
www.google.com
Beppo said:
@Keihas... maybe learn to animate before talking such BS ...
what you just requested would need a totally new M16+M203 with all its animations...
even if it would be someone from the team who changes this, it would mean to dig out the old original anims, the old MAX version and exporter tools and then trying to add this one special animation without messing up the already available ones. Then you have to export the M16 again and if you do not manage to export it exactly like the old version was exported then you can start changing all offsets used within the codes again.

A 'bit' much of work that you request here. I sometimes wonder how easy you guys think this stuff is to be made... :rolleyes:


I don't think he wanted a new animation, just to have the 40mm pop back into inventory. At least, that's how I read his post.
 

keihaswarrior

New Member
Jan 7, 2003
1,376
0
0
42
Seattle
keihaswarrior.home.icq
I did not request yurch to make an entire new animation. I just want the 40mm to be placed back in the inventory instead of on the ground.

Beppo, I never said making new animations was easy (although I didn't realize it was as cumbersome as you described). That's why I said the reason why there wasn't a new animation was due to there not being an animator available who could put a lot of time into creating new animations.

Edit: Although, now that you mention it, an entire remake of the M16+M203 would be a welcome improvement (however it is unlikey to ever happen :( ). It would be nice to have the sights look as good as those on the minimi.
 
Last edited: