Ricochet in INF 2.9 ?

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DarkBls

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The question is: Is there ricochet in INF2.9 ? Could we be killed or wounded by a ricochet ?

Of course if the answer if no, I hope someone will do a mutty to add it ;) /me look at yurch, crowze etc...
 

DarkBls

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But the ricoched bullets doesn't mark where they finally hit, isn't they ?

Edit:/OT You'll pay for that ere :D
 

NTKB

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yes it does leave a mark. Get a minimi go to the shooting range and unload on all sorts of walls. You will notice some rounds do ricochet.
 

DarkBls

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A qusetion:
Does the SlowBullet mutator modify the ballistic? I.e by decresing their speed the bullet doesn't hit the same place than before ?

erehwoN said:
Pay for what? :p
For all of my reinforcements you killed yersterday ! ;)
 
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yurch

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DarkBls said:
Does the SlowBullet mutator modify the ballistic? I.e by decresing their speed the bullet doesn't hit the same place than before ?
Yes, the flight paths and perhaps even ricochet frequencies will be different in slowbullets.
 

DarkBls

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yurch said:
Yes, the flight paths and perhaps even ricochet frequencies will be different in slowbullets.

Well, hmm could you do a slowbullter mutty which doesn't effect the ballistic for me ? :D :D (Don't know hows hard it is to do it).

I would want such mutator to experiment with the current ballistic.
 

yurch

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The ballistics are modeled in inf by a series of accelerations. By changing the overall speed of the ballistics or thier rates of acceleration you are effectively modifying thier scale as well.
I'm not sure if you could do an accurate slow-motion modeling without signifcantly re-working the ballistic code.
The mutator 'pack' in my sig does include a high-definition tracer mutator which makes tracers quite visible, perhaps you could try that with slomo .1?
 
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DarkBls

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yurch said:
The ballistics are modeled in inf by a series of accelerations. By changing the overall speed of the ballistics or thier rates of acceleration you are effectively modifying thier scale as well.
I'm not sure if you could do an accurate slow-motion modeling without signifcantly re-working the ballistic code.
The mutator 'pack' in my sig does include a high-definition tracer mutator which makes tracers quite visible, perhaps you could try that with slomo .1?

Will try that. Thx !
 

Gnam

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Yes, please.
Are you sure the game draws exiting holes? As a example, Extreme Prejudice, outside the defender's spawn there are a pair of open wooden doors on each side (going into the building). If you stand to the side of one of the doorways, you can shoot 1 bullet through both doors and hit either the outside wall or the garage depending on which side you're on. If you do this, you'll see a bullet hole decal on each door (as well as whatever was behind them) from the side you shot from, but if you go to the other side there are no bullet holes.