Poll

What should the Military Sniper's new name be?

the Magnified Rifle
16 (10.8%)
the Long Range Rifle
6 (4.1%)
the Marksman Rifle
46 (31.1%)
the Range Rifle
6 (4.1%)
the Sniper Rifle
5 (3.4%)
the Scoped Rifle
7 (4.7%)
keep it as the Military Sniper
62 (41.9%)

Total Members Voted: 147

Author Topic: Tier+Tactical 2.1 • UPDATE 9/23/2012  (Read 805279 times)



what was that about dual sniper rifles

Very good , altough I don't get why you MAKE ME DOWNLOAD EVERYTHING SEPERATELY.

Very good , altough I don't get why you MAKE ME DOWNLOAD EVERYTHING SEPERATELY.

Too lazy to group them together.  :cookieMonster:

Very good , altough I don't get why you MAKE ME DOWNLOAD EVERYTHING SEPERATELY.
because he's bushido and everything that he does really does not make sense


I really think the Lever Rifle should do the same damage as the Hunting Rifle, seeing as it fires slower. If anything it should do more damage.


Duel LMGs :cookieMonster:

Do I win the rediculousness contest yet?

Yes hi, quick question, when exactly did you intend on fixing this?
Code: [Select]
if(%obj.client.quantity["9MMrounds"] > 35)
{
%obj.client.quantity["9MMrounds"] -= %obj.AmmoSpent[%obj.currTool];
%obj.toolAmmo[%obj.currTool] = %this.item.maxAmmo;
%obj.AmmoSpent[%obj.currTool] = 0;
%obj.setImageAmmo(%slot,1);
             commandToClient(%obj.client,'bottomPrint',"<just:right><font:impact:24><color:fff000>10x18mm <font:impact:34>\c6" @ %obj.toolAmmo[%obj.currTool] @ " / " @ %obj.client.quantity["9MMrounds"] @ "", 1, 2, 3, 4);
return;
}

if(%obj.client.quantity["9MMrounds"] <= 35)
{
%obj.client.exchangebullets = %obj.client.quantity["9MMrounds"];
%obj.toolAmmo[%obj.currTool] = %obj.client.exchangebullets;
%obj.setImageAmmo(%slot,1);
%obj.client.quantity["9MMrounds"] = 0;
             commandToClient(%obj.client,'bottomPrint',"<just:right><font:impact:24><color:fff000>10x18mm <font:impact:34>\c6" @ %obj.toolAmmo[%obj.currTool] @ " / " @ %obj.client.quantity["9MMrounds"] @ "", 1, 2, 3, 4);
return;
}
Because I know for a fact I pmed you about it at least a few weeks before you released your new version.

In theory if the player never "Jammed the light button" to reload, this shouldn't cause a single issue. But for those (Like me) who actually take the time to reload when they are finished shooting, you will find that this is very much a broken segment.

The issue is that this will set whatever ammount of ammo you have left over to the ammo your gun has. Which means that any ammo you previously had is overwritten, and your left over ammo is automatically set to zero, as apposed to simply refilling what the gun is missing, and taking nothing more.

Granted this can be easily fixed with my code here.
Code: [Select]
if(%obj.client.quantity["9MMrounds"] >= %obj.AmmoSpent[%obj.currTool])
{
%obj.client.quantity["9MMrounds"] -= %obj.AmmoSpent[%obj.currTool];
%obj.toolAmmo[%obj.currTool] = %this.item.maxAmmo;
%obj.AmmoSpent[%obj.currTool] = 0;
%obj.setImageAmmo(%slot,1);
             commandToClient(%obj.client,'bottomPrint',"<just:right><font:impact:24><color:fff000>10x18mm <font:impact:34>\c6" @ %obj.toolAmmo[%obj.currTool] @ " / " @ %obj.client.quantity["9MMrounds"] @ "", 1, 2, 3, 4);
return;
}
else if(%obj.client.quantity["9MMrounds"] < %obj.AmmoSpent[%obj.currTool])
{
%obj.client.exchangebullets = %obj.client.quantity["9MMrounds"];
%obj.toolAmmo[%obj.currTool] += %obj.client.exchangebullets;
%obj.setImageAmmo(%slot,1);
%obj.client.quantity["9MMrounds"] = 0;
             commandToClient(%obj.client,'bottomPrint',"<just:right><font:impact:24><color:fff000>10x18mm <font:impact:34>\c6" @ %obj.toolAmmo[%obj.currTool] @ " / " @ %obj.client.quantity["9MMrounds"] @ "", 1, 2, 3, 4);
return;    
}
What this code does differently is instead of checking if the ammount of ammo you have left over is greater than the full weapon clip size, it checks if its greator than the ammount of bullets you have actually used. This means that the first if statement is entered until you actually have to zero it out the ammo you have left over and adds that into the guns clip. Solving the issue, as I have found through testing, effectivly.

But what puzzles me the most about this is how nobody but me seems to have noticed. If you bother to check, it DOES happen. I suppose nobody has ever lived long enough to run out of ammo. But go figure, it still needs to be fixed.

dual pepperbox
pepperbox sucks. Can't even kill 2 Rot zombie normals with one clip. takes forever to kill just one.

so what

the issue is that idiots try to reload a gun that's already reloading?



why, precisely, would anyone ever do this besides to point out the fact that it's possible

pepperbox sucks. Can't even kill 2 Rot zombie normals with one clip. takes forever to kill just one.

you can obviously not aim for stuff

also it's a sniper's sidearm. use for either close range or picking off people who you just nailed in the head with your rifle

so what

the issue is that idiots try to reload a gun that's already reloading?



why, precisely, would anyone ever do this besides to point out the fact that it's possible
This is a developer excuse called "too lazy to fix."

If an issue is found, ever, it's worth fixing.

but then where's the result

what will i see different in day-to-day activities if i were to fix this issue

it's like going out and buying a really fancy shirt just to hide it underneath a jacket

nobody sees it and you put a bunch of effort into making sure it's there