Reminder

  • 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.
G

Guest

Guest
In V2.x it was necessary to change the weapon settings to make it balanced. (i.e.:m9 with a damage of 25, the benelli, etc)

With the loadout in V3 all that won't be necessary so please me the weapons VERY REALISTIC.

And: if you make the weapons realistic, there won't be any use of the punp mode of the benelli. What about a flashlight?
 
W

Warren

Guest
For the Benelli's semi-auto function to work you need a shell powerful enough to cycle the next round without the manual operation of the pump- so for version 3, we can easily make it so you need a different, more powerful shell to allow the semi-auto function to work- which will cost the player more. And if you want realistic, why would we leave out any function of a weapon we include if you think it's 'not needed'? ...and what are you trying to say about the flashlight? You want a seperate flashlight as an inventory item or you want flashlight attachments?
 
G

Guest

Guest
Good idea with the ammo!

I thought of a flashlight attachment for the benelli.

Sorry, you were also right with the pump action.
 
B

Billdog

Guest
Placing the tactical flashlight on the weapon you are using among the inventory would make it easier to control, and aiming the shotgun could be done without another weapon key.
I would like the option to put a flashlight on all weapons.
 
W

Warren

Guest
Not all weapons can support a flashlight. For instance the FiveseveN handgun, the mini Uzi (not that I'm aware of or seen), H&K G11, or the sniper rifles. Then of course the obvious ones like the AT4, HK69, and M249 SAW. But that's a drop in the bucket compared to a lot of the other weapons that do support a flashlight attachment. Who knows, if we get infra-red or night vision to work fairly accurately, a player might not want a flashlight at all.

As far as aiming the shotgun goes, not sure I follow you how it can be done without another key.. Every weapon besides maybe the hand grenades will have the option to be aimed, which means a hip and an aimed view, which means a button to make that happen- like the current versions of Inf has.
 
B

Billdog

Guest
OK not on ALL weapons then.

M90: The flashlight button would be the "use item", when the flashlight are chosen among the pickups. (Only appearing when attached to the weapon used.) This would make the secondary fire key free to be used as aim key. 6 magnum shells to run it semi seems fair.

The G11 is supposed to have a universal attachment slot, for either a bipod, knife or flashlight?
 
W

Warren

Guest
What we want to do is keep the button system fairly universal for every weapon. But with all the attachments possible, we were looking at having somewhere around 3 or more weapon mode buttons. Instead, what we have planned is you have 1 weapon mode button which cycles through the weapon's firing modes, but for instance with a fully loaded M4 it will cycle through (SEMI, BURST, AUTO, M203, LASER, FLSHLGHT) type deal. When you cycle to either laser or flashlight, you press the fire button to activate. No, it's not as convenient as having to just press a button to activate the flashlight, but it keeps this mod from becoming even more complicated. The second weapon mode button will be adjusting zoom for a scope, if you have one. Right now we have like 7 or so weapons that can have scopes. If you fire the M203, you simply press the reload button to reload- unless you have autoreload checked. Another option I just thought of is to make the reloading button kind of like the weapon activate button- ie you cycle to the laser and press reload to activate so you can still press the fire key to shoot. That has a few problems though. We'll just have to test out all the options to make sure things don't get to the point of a 10 page manual just to play our mod.

Yeah, the G11 does have that universal implement attachment point that can hold a few different items. We'll look into that as well. Thanks for reminding me.

[This message has been edited by Warren (edited 10-18-1999).]
 
B

Billdog

Guest
This stuff is getting complicated...

If the weapon, laser, light and scope were icons in the pickup menu (when suitable), and "use item" did all the mode changing: weapon [pump/semi/burst/auto/grenade], laser [on/off], tac light [on/off] and scope [1/2/3]. The weapon mode button could then be dumped.

I'll try to see if I can dig some documentation on the G11 for you.

You'r really making a lot of things, if you keep the speed up I'll have nothing to say, because I'm a version behind. /infopop/emoticons/icon_smile.gif

[This message has been edited by Billdog (edited 10-18-1999).]
 
W

Warren

Guest
If you find anything more on the G11, it's always appreciated.. I think I've been everywhere, but I love discovering those WWW holes that get missed by most searches.

Essentially, the system hasn't changed much from 2.6. ie you still have a scope change button and you still have a weapon mode button.. just the latter has more options to cycle through. What would suck is if you're trying to turn on your flashlight, but in the process an enemy appears in front of you, pressing fire would just turn your flashlight on or off.. but this wouldn't be a normal occasion. I've written down your suggestion Billdog- anything to make it easier on the player. I love a game technical enough to make it realistic but not so much so that you need a cardboard layout over your keyboard! Maybe we should invent an Infiltration all-in-one mouse /infopop/emoticons/icon_smile.gif
 
W

Warren

Guest
Ah, I know the remtek site like the back of my hand! Very nice website with tons of weapon-related info.