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Small complaints with the 1911.

Discussion in 'New Version Suggestions' started by Domino, Sep 20, 2004.

  1. UN17

    UN17 Taijutsu Specialist

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    I always play with Random Damage on (-25 to +100). It makes rifles much more dangerous as a single bullet to the liver may incapacitate your soldier. It also makes pistols less laughable as they now can kill in 2 hits.

    If/when GeoGob finishes his RealTargets, he can work on critical areas where damage is multiplied, and non-critical areas where damage is less lethal. When that day comes RD can take a rest.

    I suggest you play on RD enabled servers.
     
  2. Domino

    Domino < Phoenix Rising >

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    Random damage? That's a damn good idea if you ask me. Does anyone have a link to a mutator that does just that?
     
  3. Derelan

    Derelan Tracer Bullet

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    I wish GD and SG used Olethros' random damage mutator.
     
  4. keihaswarrior

    keihaswarrior New Member

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    The damage values for the 1911:
    Weapon. -Unarmored-LII(F/R)-LIIIA(F/R) - Helmet - Head
    1911.............. 45 ...... 3 ....... 1/3 ............ 0 ..... 180

    These values are just fine because they are consistant with the other INF weapons. Any problems with these values are a critique of the entire INF damage system, not the values for the 1911.
     
    Last edited: Sep 22, 2004
  5. Crowze

    Crowze Bird Brain

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    There's always my RandomKill mutie (which isn't really randomkill, it's more like randomcriticalhit, depending on how it's set up). I think they're all in Beppo's super mutie thread.
     
  6. Arethusa

    Arethusa We will not walk in fear.

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    There may be a newer version, but I don't believe so. This is all available in the super mutator thread, along with the randomkill(critical hit) mutator that I personally have not used.
     

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  7. Lt.

    Lt. Elitist bastard

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    I have enjoyed the increased lethality of Crowze's RandomKill for a long time now, it will be interesting to see if RandomDamage with the -25% to +100% setting is better/worse then RandomKill with comparable setting.


    RandomKill uses the following variables/system:
    Code:
    if (fRand() * fChanceFactor + fChanceOffset > Victim.Health)
    	{
    		ActualDamage = ActualDamage * fDamageFactor + fDamageOffset;
    		if (bDebugMode)
    			InstigatedBy.ClientMessage ("Critical Hit! Damage done: " $ String(ActualDamage), 'Event', true);
    	}
    
    fChanceFactor=160.000000
    fChanceOffset=-50.000000
    fDamageFactor=1.600000
    fDamageOffset=25.000000
    you can change those settings with the randomkill.ini, ill look at how randomdamage works and see how neat it is. (they are probably the same):rolleyes:
     
    Last edited: Sep 22, 2004
  8. gal-z

    gal-z New Member

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    If you make a critical hit mutator, the chance should be reliant on weapon. A 5.56 that hits in an area that isn't defined by the game as a 1 hit kill has more chance to kill than a 9mm hitting the same spot.
     
  9. Lt.

    Lt. Elitist bastard

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    in a perfect system, penetration depth would be based of round length/density, velocity, & the resistance of clothing, bone, dense organs, armor, etc. and a "damaged area" would be calculated by making a cylinder where the bullet passed (penetration depth by round diameter).

    then looking at which virtual organs were in the effected area and start dropping the players "bloodpressure" accordingly. when pressure has dropped 20% from wounded liver, muscle, or a hit to the heart/lung then the player passes out or dies.

    hits to bones could break the models bones and hits to the brain/spine could incapacitate.


    it would be accurate, but it would take a powerful engine and alot of calculations (ie: really slow and hard to work online).
     
  10. Derelan

    Derelan Tracer Bullet

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    Thats why were taking baby steps you pessimistic twit :D
     
  11. Domino

    Domino < Phoenix Rising >

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    I've found several 1911 sounds in WAV format, I have also gotten explicit verbal permission by the owner to use these. I don't know if they are realistic, but I think I'll let you guys be the judge of that.

    If these are cool, great... if they're crap, then I'll go back to searching.

    (right click, save target as)
    Colt 1911 Firing (63k)
    Colt 1911 Reloading (196k)
    Colt 1911 Reloading (not empty) (174k)
     
    Last edited: Sep 24, 2004
  12. Arethusa

    Arethusa We will not walk in fear.

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    I'm pretty sure they're not realistic, as I know I've heard these before, but I can't quite place the game (Call of Duty/some iteration of MoH, maybe?). Still, the reload sounds aren't bad; can't say I like the fire sound, though.
     
  13. Domino

    Domino < Phoenix Rising >

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    I think the guy that did these used them for a Call of Duty mod or something, and the echo really ruins the effect. I will keep looking.
     
  14. Crowze

    Crowze Bird Brain

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    I can do things about echo, give me a while. Thanks for finding these :).
     
  15. {GD}Ghost

    {GD}Ghost Counter Terrorist Operative

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    This is one of my major issues with INF.
     
  16. jayhova

    jayhova Don't hate me because I'm pretty

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    Here ya go. Unfortunatly this really doesn't sound like a colt auto. Sounds more like a revolver because I don't hear any cycling sounds. Also the 1911 auto has more of a 'pop' kind of sound.
     

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    Last edited: Sep 27, 2004
  17. OICW

    OICW Reason & Logic > Religion

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    Here's a zip file of the Colt being fired in Way of the Gun. It's a movie (albeit there's more attention paid technically than other films) one, but. I'll see if I can get sounds of the Colt from Heat, since the gunfire IMO is extremely well done and realistic. Apart from those 2 films, I don't trust Hollywood one bit :p
     

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  18. Meplat

    Meplat Chock full-o-useless information

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    Ohhkay. I'm back from vacation.. 1911's make a pop. It's not the sharp crack of a .357Mag, or a hot 9X19, it's a pop. (Albeit a very loud one). I'm certian one could use the noise produced by a 16" Watervleit Naval rifle, and someone would still say "it sounds whimpy".

    As an aside, I actually like the Colt in the game. Looks just like mine. The G3 makes me feel all happy in my pants. The Micro Uzi farts like real.

    Thanks.
     
  19. OICW

    OICW Reason & Logic > Religion

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    Meplat- roughly how (in)accurate is the Colt sound I posted? I ask since I'm trying to find a few other pistol sounds (other pistols besides the Colt) for reference's sake, but I'm out of luck at the moment.
     
  20. Arethusa

    Arethusa We will not walk in fear.

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    Here are some sounds I had sitting around from my time with editing Day of Defeat and Counter Strike. Not exactly realistic (though I'd stand by the magin/magout/slide sounds), but better than the current stuff? Without a doubt. I tried the bonus pack last night and I could not believe what I was hearing.
     

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