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Messages - Wolfey

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Add-Ons / Re: [UPDATED] Tier+Tactical 2.1 • New for the New Year!
« on: February 12, 2012, 06:57:36 PM »
And I miss spelled what I meant to say. I meant to say that I was getting the info from Battlefield 3.
Not that I thought you were.

Ahh so it was a bit lost in translation, my apoligies, I just came up with the idea's on the spot, if they have relevance to a certain game then maybe how there used in those games can help understand how to make the ideas more fitting for T+T... Maybe

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Add-Ons / Re: [UPDATED] Tier+Tactical 2.1 • New for the New Year!
« on: February 12, 2012, 07:25:55 AM »

A shotgun that shoots a powerfull slug that when hits a wall exslodes and exspels bullets like a fragmentation grenade...


Sounds like frag rounds.

Great deduction sir!  But could I maybe have an opion about the idea instead of pointing out what it atualy is?

And BF3... Battle Field 3? Never played it.

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Add-Ons / Re: [UPDATED] Tier+Tactical 2.1 • New for the New Year!
« on: February 10, 2012, 11:34:03 AM »
The point of the shield should be to cross open spaces without fear
Call me stupid... but isnt the point of the shield to protect yourself from, oh I dunno... incomeing harm???

Maybe instead of shield you ment TANK

Anyway If people are still shooting ideas for what next in T+T then how about a crossbow shotgun?  Turning 1 powerfull bolt into sevral tiny less powerfull shards that wouldnt fly as far and dip quicker like the shot guns of T+T, or it could fire a number of bolts at a time but that might but a strain on ammo savin... But bolts are only used in one weapon...

A shotgun that shoots a powerfull slug (looking like the tank shells of the magnums) that when hits a wall exslodes and exspels bullets like a fragmentation grenade... Im not sure if this would be very usefull, mayby the bullets from the fragmentation could bounce, makeing it a good choice for small spaces... But the conc grenade bounces round corners pretty well so mayby this idea's irrelevant 

Onto more “unique” idea’s

A heavy rocket launcher than fly’s in a heavy arc, but doesn’t do much damage, it would drops lots of little bombs in a similar pattern to an air strike

And some idea’s inspired from the serenity pack Bushi did…

Deployable walls, Deployable ladders, Deployable walkways, Deployable trampolines and so on…

Might bring a new look on the whole attack/ defence part of TDM, walls to block people coming in or can be set up as a quick shield, Just in case your crossing an open field and are suddenly overcome with fear…

Of course there is the problem of people just hiding behind these walls and using the welder continually on the wall to have infinity protection, unless walls are quite week

And maybe all the Deployable stuff could have levelling up like the serenities, so walls are a bit sturdier (but not too sturdy), ladders could become taller, trampolines could have more bounce and walkways could be longer.

That’s all I have for the moment, Love the weapon set, I always put time into my builds making sure there reasonably good and balanced ever since I got it way back

And I think that’s my rant over.

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Add-Ons / Re: [UPDATED] Tier+Tactical 2.1 • New for the New Year!
« on: January 06, 2012, 05:04:09 PM »
Thanks for the sugestions.

I have checked, I have Tier 1A, I have RTB and I have the critical hit emote (space guy's) and I have the default gun.  Still no sign of Tier 2

... When I open up a sever I get two red messages under the welcoming message saying something about a file for the Dule SMGS not exsisting and the same for a kuri (?) I think it may be a melee weapon the TF2 melee pack...

Do I still need that then?

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Add-Ons / Re: [UPDATED] Tier+Tactical 2.1 • New for the New Year!
« on: January 06, 2012, 01:58:16 PM »
I was wondering if anyone could help me, After enjoying the new update -Big Fan by the way- I was decided to clear out some addons that I didnt need anymore, after that I discoverd none of the Teir 2 weapons where showing when I wrenched a brick.

So I when to the add-on selection screen to see if It was ticked or not, was not there, check the RTB add-on management... Was not there either.

I checked my blockland properties, mayby I didnt have it at all, but its there, sitting snugly between the other folders of Tier Tactical.

I redownloaded, that has not solved the problem, so im guessing I deleated something I needed for Teir 2 to work, or mayby its something compleatly diffrent, any help would be wonderfull, thanks

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Add-Ons / Re: Tier+Tactical 2 : Bullpup/ LMG Skins! • Updated 4/9
« on: July 08, 2011, 10:47:48 AM »
The idea is with this other mod, add-ons like this can request that you bind a *new* key that didn't do anything before.
I made a parachute you opened and closed with a key, and didn't need to carry around an item for.
So no key binds would need to overlap old commands like "plant brick" or "light".

That's quite intresting, certainly has a bit of potential, could be used for the sniper carabine so your not going into scope every time you jump, but then again thats only one weapon in this whole pack that would use that, and it wouldnt use it to its full potential.

But it could be the start for balanced wepon packs that do more than one fireing mode... mayby not in T+T  but it would make say... A Unreal tornament weapon pack more feasible...

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Add-Ons / Re: Tier+Tactical 2 : Bullpup/ LMG Skins! • Updated 4/9
« on: July 07, 2011, 06:14:21 AM »
Well, I made a version of your T+T that incorporated part of a script I made, and let certain users* choose a separate key bind for reload than light, and was wondering if you could add a bit to your code (don't worry, I can give it to you so it doesn't mean any additional work) to facilitate that. (it'd have no effect on other users* though)

That seams all well and dandy, but Im used to useing the light to reload, much like most of the people useing this weapon pack.

What I want to know is... could you apply that to Weapons with secondary fires? So you can bind your own key to fire alternnatively? Like with the UT2004 Flak cannon that was on here.... some time, I remeber acadentaly activateing it evey time I jumpped (due to jump jet command being ticked), If the secondary fire bind key was mayby "plant brick" (which is what my right click function is) then add-on would of felt a bit more useable and I would have probaly have kept it...

So that could open a few door for weapon mods....

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This was released, im saying that if you aint gunna release anything else why still have it up?





If only crime sceans were as simple as this two peice jigsaw puzzle...

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