06-10-2012, 03:57 AM | #81 |
I like to spam binds
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A slightly different kill notification for blue pipes vs green, please.
The kill notification in the top right corner. Last edited by XPelargos; 06-10-2012 at 03:58 AM. |
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06-10-2012, 04:08 AM | #82 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
They actually are slightly different, although the difference is too tiny to make out. Here are bigger versions:
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06-10-2012, 05:02 AM | #83 |
I like to spam binds
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Now I notice it. Thanks!
P.S. - Will you post the variable damages that the railgun has on the wiki? Does it increase or decrease in damage with each bounce? What's its max damage? Thanks. |
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06-10-2012, 05:53 AM | #84 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
The railgun damage system is pretty weird.
First, the direct damage and projectile speed depend on the charge level and is calculated thusly: Code:
#define RAIL_SPEED_MIN 1800.0f #define RAIL_SPEED_MAX 3000.0f #define RAIL_DAMAGE_MIN 35.0f #define RAIL_DAMAGE_MAX 60.0f float flSpeed = RAIL_SPEED_MIN + ( (RAIL_SPEED_MAX - RAIL_SPEED_MIN) * flPercent ); float flDamage = RAIL_DAMAGE_MIN + ( (RAIL_DAMAGE_MAX - RAIL_DAMAGE_MIN) * flPercent ); Code:
Uncharged: 0 bounces max (no explosion) Half-charged: 1 bounce max (20 base explosion damage) Full-charged: 2 bounces max (40 base explosion damage) So, using only the distinct charge levels, here is the damage breakdown: Code:
Uncharged 0 bounces: 35 direct damage Half-charged 0 bounces: 42.5 direct damage + 20 explosion damage (62.5 total) 1 bounce: 42.5 direct damage + 28 explosion damage (70.5 total) Fully-charged 0 bounces: 60 direct damage + 40 explosion damage (100 total) 1 bounce: 60 direct damage + 56 explosion damage (116 total) 2 bounces: 60 direct damage + 78.4 explosion damage (138.4 total) Keep in mind I may not be correct about these numbers. I just put this together from a quick look through the code. The railgun was programmed long before I joined the dev team and the damage system of it hasn't really been touched since. EDIT: Oh, and the recoil pushforce (when you shoot, you get pushed in the opposite direction) is also variable and charge-level dependent and is calculated the same as the damage/speed above: Code:
#define RAILGUN_PUSHFORCE_MIN 32.0f #define RAILGUN_PUSHFORCE_MAX 64.0f
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#FF.Pickup ¤ Fortress-Forever pickups My Non-official Maps Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic Beta FF_Myth - FF_Redlight_Greenlight Sick of the people on the internet, always moanin'. They just moan. - Karl Pilkington Last edited by squeek.; 06-10-2012 at 06:04 AM. |
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09-28-2012, 12:45 AM | #85 |
I like to spam binds
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Make 2-tap grenade the initial key binding for "f" and "g"
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09-28-2012, 02:10 AM | #86 |
Nade Whore
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Eww, people actually use that?
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09-28-2012, 02:15 AM | #87 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
People actually don't? Spare your fingers!
I'm still not sure which is best as default. For people familiar with gren priming, double-tap would be nice to have defaulted. For people that don't know anything about grens in fortress games, I think they'd just blow themselves up a lot.
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#FF.Pickup ¤ Fortress-Forever pickups My Non-official Maps Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic Beta FF_Myth - FF_Redlight_Greenlight Sick of the people on the internet, always moanin'. They just moan. - Karl Pilkington |
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09-28-2012, 02:56 AM | #88 |
Nade Whore
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Heh, I prefer more accurate concs with less keypresses.
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09-28-2012, 12:03 PM | #89 |
Gets tickled by FF
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i presume you use a mouse button though and not g kube?
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09-28-2012, 04:30 PM | #90 |
Nade Whore
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No, I use = for gren2 and Backspace for gren1. In fact, I find it much more difficult to use a mouse button for concing than a keyboard key.
Last edited by KubeDawg; 09-28-2012 at 04:30 PM. |
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09-29-2012, 12:23 AM | #91 |
I like to spam binds
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Wait. You HOLD DOWN the "=" key while using WASD to move?
Pics or it physically can't happen. |
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09-29-2012, 02:32 AM | #92 |
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I know he doesn't use WASD, I think he uses the arrow keys or some shit like that. Even still, how the fuck? I can't imagine how that shit would work and be practical. WASD, ESDF to an extend...that's all I can imagine. I use arrow keys for shit like NES/SNES/etc emulators, but that's about it.
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09-29-2012, 03:51 AM | #93 |
Nade Whore
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lol yeah I have a pretty unconventional keyboard setup (directional keys I use my thumb for strafing and moving backwards, delete for jump, backslash to duck), but even if I had been using wasd and a key near that for concs, I'd still want it to be so I have to hold the button down rather than 2 click.
Last edited by KubeDawg; 09-29-2012 at 03:53 AM. |
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09-29-2012, 06:24 AM | #94 | |
I like to spam binds
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Quote:
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09-29-2012, 07:15 AM | #95 | |
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Quote:
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09-29-2012, 12:27 PM | #96 |
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I played TFC with a guy who played with a joystick.
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11-28-2012, 05:57 AM | #97 |
I like to spam binds
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WhenFF2.45WillOut
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11-29-2012, 10:34 PM | #98 |
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11-30-2012, 06:11 PM | #99 |
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11-30-2012, 07:18 PM | #100 |
Nade Whore
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Actually, I find this setup to be ideal compared to wasd. It works much better for strafing, allbeit a bit slower to learn because you use thumb to strafe rather than your index/ring fingers. I've been using this setup since I started playing TFC when I was 13 lol, and I have mastered it completely. I would have far more issues using wasd setup than with this current one.
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