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 803964 times)

because clearly i'm a ghost in the machine
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)

*certain being users of a client sided mod, and other being people who don't have it
keep in mind servers like mine require it, which means it does get a good deal of use

That's basically it, though I should explain that I am trying to get more mods to use this mod's features to prove that it has value, while improving it's effectiveness, as the more people who use it, the better it is overall. And if that mod gets used widely, its features (gui transfer(almost done), server requested keybinds, color splashes, fov adjustment, and whatever else I add later on) will because as standard as RTB's prefs as a client dependent server feature. Or so I plan.

So yeah.

so you basically created a mod that doesn't do anything unless you downloaded it to just create things people have to download it for

seems useless

i mean, you CAN just put away the weapon for a second to turn on your light, then requip the weapon to reload

or for the other side of the issue, bind light to R or something

i mean, you CAN just put away the weapon for a second to turn on your light, then requip the weapon to reload
Kinda forgot about that.
Still not useless though.
Just making both separate would certainly make it easier for people who aren't used to it, at the very least.
so you basically created a mod that doesn't do anything unless you downloaded it to just create things people have to download it for
You don't know what you're talking about.

ever think you can get shot in that second?
"oh hold on, let me put on my light!"
"oh hey that guy put away his gun lol!!!! pewpew"
"MOTHER forgetER forget YOU BUSHIDO"

You don't know what you're talking about.

yeah you're right :o
i just realized that. lol sorry

seems useless
Quite. If it was default with BL and everyone had it, that'd work great, but it's not, so it doesn't work too well.

dude if you're going to get killed in the time it takes for you to put away and take out your weapon again you're gonna get raped if you try to reload anyway

Quite. If it was default with BL and everyone had it, that'd work great, but it's not, so it doesn't work too well.
You're missing the idea of the process.
I get modders to use it, I host a popular server with it, and that in turn has everyone (obvious exaggeration, but still, maybe a thousand) having it, to the point where servers could require people have it without it mattering much because most people already have it.
Even if it doesn't seem like many people would be using the mod now, it still ends up getting more people to do so.

dude if you're going to get killed in the time it takes for you to put away and take out your weapon again you're gonna get raped if you try to reload anyway
True enough.
Just saying that what I propose has no negative effects and takes almost no work. (as I already coded it)
« Last Edit: July 06, 2011, 05:24:17 PM by DrenDran »

is there a way to disable the ammo?

Edit the original code

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....

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....
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".

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...

theres alot of RTB modbot stuff on add-ons :O
« Last Edit: July 09, 2011, 04:48:45 AM by snk13 »