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 820605 times)

What's the difference between the Stimpack and Syringe? I see 2 .pngs in the T+T folders, and they look near identical...

Also what is this?! Hyper.png Do you inject it into someone or something to heal them?


Is the actual gun not in the released version or something? I never checked.
That's a medi-gun, yes. It shoots nails or something which heals anybody they hit (including enemies).

Is the actual gun not in the released version or something? I never checked.
That's a medi-gun, yes. It shoots nails or something which heals anybody they hit (including enemies).
But the Guaze Gun already does that, what makes this different?

To tell you the truth, the only problems I have with T+T are the ammo glitches and the fact that there are not that many, if any, james bond nightfire/killzone/tesla/microwave/elemental weapons. Ammo glitches are very frustrating, especially in combat. I've died countless times with the Slam shotgun having 0/42 to 2/-24, though it only happens randomly I pay for it everytime. The latter problem I mentioned before isn't really a problem, but more of a "I wish" sort of thing. I mean who wouldn't want to fry another Blockhead with a Microwave gun or take at a squad of them with a Micro Nuclear Bomb? I personally would love to take out a group of Blockheads with the Anti-Squad Cannon from Killzone and going on a killing spree with the Samurai.

Overall, I love all of the guns(though the changes Rykuta posted were more favorable than the current features)

But the Guaze Gun already does that, what makes this different?
I don't get the chance to play with T+T that much anymore. Does the gauze gun use a different model or something?

I do remember, however, that the medi-gun i'm talking about was named hyper-something
like hyper-jet or
hypo-jet, maybe?

Hell if I know

i'm pretty sure this is common knowledge by now but i guess i have to state it again

T+T doesn't like addItem or setInventory or anything of the sort and as such you should not use them if possible



that's been around since ever

i'm pretty sure this is common knowledge by now but i guess i have to state it again

T+T doesn't like addItem or setInventory or anything of the sort and as such you should not use them if possible



that's been around since ever
um that sounds like a thing you should fix

I thought of a theory for secondary fire modes on weapons using two ammo types. Basically, as with the concept behind why setInventory tends to glitch, the loaded ammo in the gun would be saved as a variable when the fire mode toggle is called. With this, the secondary ammo replaces the original loaded ammo. On toggle back to the original ammo, the second loaded ammo is saved in a second variable (or possibly the same one) while the first ammo count is recalled.

It's a thought...

T+T doesn't like addItem or setInventory or anything of the sort and as such you should not use them if possible
Why, what does it do?

Also, does anyone know what causes the reload sounds to play twice? ATM it seems utterly random, and I can never seem to replicate anyones results. My current guess is that it has something to do with the connection of clients to the server. AKA, lag causes the sounds to execute twice.
« Last Edit: August 26, 2012, 02:21:44 PM by Rykuta »

Basically, if you've equiped one weapon that has, say, 32 bullets loaded in it then you used setInventory to change that weapon to something like the RPG that has only one round, the RPG will inherit 32 rounds instead of what it SHOULD have, one round.

the RPG will inherit 32 rounds
Heh, I remember when I changed the Max ammo and damage for all the weapons during the beta. I gave the RPG 4 rounds instead of only 1. :3

Basically, if you've equipped one weapon that has, say, 32 bullets loaded in it then you used setInventory to change that weapon to something like the RPG that has only one round, the RPG will inherit 32 rounds instead of what it SHOULD have, one round.
Ah, this is a problem with the way ammo is stored. Space guy uses player.ammo[player.currTool] in his weapon ammo. This requires that when a weapon is removed from the inventory, it resets this number so that a weapon that takes its place will not acquire the previous weapon's ammo. Setinventory removes it from the inventory without dropping it, which would explain the nature of the glitch.

Ways to Fix: (*s around the most effective method.)
  • *Change the way ammo is stored to a different value, perhaps store the ammo like this: player.ammo[player.getMountedImage(0)]
  • Add a function override for the setInventory function so that if it is ever called, the weapons' respective ammo counts can be properly set.
  • Add a check on the onMount function that checks to see if the guns ammo is not a valid number.

The first option will completely resolve all issues with weapon dropping and re-equipping.
The second will solve this specific instance of the glitch, but may not solve future ones.
The third may not work in all cases, but is the easiest to implement.
« Last Edit: August 26, 2012, 03:27:31 PM by Rykuta »


Basically, if you've equiped one weapon that has, say, 32 bullets loaded in it then you used setInventory to change that weapon to something like the RPG that has only one round, the RPG will inherit 32 rounds instead of what it SHOULD have, one round.
The bug only really shows up if you're using a weapon shop sorta system in a TDM/DM though. Most TDMs have spawnrooms where ya select the class at the start. If you're not constantly switching weapons out with the Additem or SetInventory, it's somewhat a moot issue.

The bug only really shows up if you're using a weapon shop sorta system in a TDM/DM though. Most TDMs have spawnrooms where ya select the class at the start. If you're not constantly switching weapons out with the Additem or SetInventory, it's somewhat a moot issue.
There is no such thing as a moot issue. If there is an issue, you fix it, or you end development. Ignoring it by saying "Eh, not big deal" Is downright lazy. I'm lazy and I STILL took the time to fix this.

There is no such thing as a moot issue. If there is an issue, you fix it, or you end development. Ignoring it by saying "Eh, not big deal" Is downright lazy. I'm lazy and I STILL took the time to fix this.
Just saying. Ya do realize we're also talking about Bushido here, right? >_>;