Attachments
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2014-12-31, 02:49 PM
(This post was last modified: 2014-12-31, 02:54 PM by Victor.)
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RE: Attachments
A fake laser (for the current player only) is probably possible, and I might add it for 2.6.2 as /fakelasertest.
It would be a terrible idea to make new models just to add a few attachments, which is why the idea was rejected in the past. A better solution, which might be possible in the future, is to use the tag attachment system. Having a grenade launcher take up two weapon slots (no secondary) could be implemented as having a dedicated grenade launcher secondary and replacing that model if the primary weapon has a grenade launcher attachment. But would having a grenade launcher be overpowered? If EMP was suggested, then it was probably rejected because hackers can restore the HUD, and if you want no HUD, you can disable it or play hardcore. Care packages don't work because of the way Cube implements the "sky". Just shoot the "sky" and you'll see what I mean. Flashbangs can easily be hacked, so work on it was abandoned. I think more feedback is necessary for the M1911. It takes time to switch weapons, so the player might as well use the knife, but this could be implemented as increased knife damage for flag holders. Best regards,
Victor //victorz.ca Code: Your antithesis compares favorably with any high magnitude of pwnage. (-you > |p|, you < -|p|) |
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Messages In This Thread |
Attachments - by {KE}bluwarguy - 2014-12-31, 01:54 PM
RE: Attachments - by Victor - 2014-12-31, 02:49 PM
RE: Attachments - by {KE}bluwarguy - 2014-12-31, 02:58 PM
RE: Attachments - by Fru5tum - 2014-12-31, 06:04 PM
RE: Attachments - by Victor - 2015-01-01, 11:13 AM
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