Originally posted by Sir_Brizz
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Fjaru's Flak cannon mod
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Originally posted by Fjaru View PostThe Weapon Replacement mutator does not replace the ammo type on the map. If I could make my flak use the same ammo as the vanilla flak then that would be a solution.
Basically on your AmmoPickup BP in the Class Defaults, there is an Ammo section with a Type in it. That type needs to be set to your Weapon BP.
Last edited by Sir_Brizz; 02-17-2016, 03:22 PM.HABOUJI! Ouboudah! Batai d'va!
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Originally posted by Sir_Brizz View PostIt replaces it with the Ammo type that has your weapon set as the weapon for it.
Basically on your AmmoPickup BP in the Class Defaults, there is an Ammo section with a Type in it. That type needs to be set to your Weapon BP.
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Originally posted by Fjaru View PostWhen I do this it just removes the flak ammo but does not add my ammo type to the level.HABOUJI! Ouboudah! Batai d'va!
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Nice job so far! Hopefully Epic will take note!
One suggestion, would it be possible to manually detonate the secondary flak ball in the air? So fire a flak ball, then press secondary fire again only now it manually detonates the flak ball wherever it is at. If you dont detonate it, it blows up on impact. Or maybe it bounces off the wall and rolls to a stop. It can still be detonated manually or it automatically blows up after a 5 second delay. This would be really fun, you can precision blow up people inside of rooms or behind corners or leave it on the ground as a trap.PayBack
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Oh! Here it is!
I was looking to test your flak! I saw the youtube video from your channel and I was immediately interested!
Very balanced implementation overall.
The primary is really nice but I feel it needs a bit less projectile speed (thus range) and a bit wider spread.
I am talking about really small changes around 5% (but not above)!
This will complement the secondary implementation which is the real gem!
Making the secondary spawn a second “primary shot” in order to extend the weapon's range is fantastic!
From what I've seen in the bps there are not enough exposed components to balance/tweak all secondary “functions”. Thus I will not criticize (and I'm not bothered by) the behavior of the secondary shards!
But I would like to see an increase in the TossZ value and a decrease of the speed of the flak ball.
This will hopefully create a higher projectile travel curve. Can be used in situations in which you want to bypass a wall or other obstacles and contest a certain objective.
My little feedback is this: adjust the primary a little bit to complement the secondary.Last edited by darksinn3r; 03-01-2016, 04:16 AM.
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