Re: The VRNSniper
Posted: Thu Aug 04, 2011 6:29 pm
Always rename it for each new version - V2 would be good.
Ill also edit the first post with the correct link.
[VERSION 2.0]
The VRNSniper made by VRN|>@tack!<
Installation:
VRNSniperV2.u --> /System
VRNSniperV2.int --> /System
Server:
ServerPackages=VRNSniperV2
This is the sniper in my upcoming VRNWeapons pack, i liked it so i made a package for itself.
Features:
- Same firerate and damage as the normal sniper.
- 30x Zoom.
- Fires a LaZoRR
- Different scope
- Purple FX when having a UDamage
Features in v2:
- ModMenu where you can choose:
- Random FXColours in non-teamgames.
- Random FXColours in teamgames.
- Purple FXColours if having a UDamage.
- If you want to use the special DynaZoom.
- if not bTeamRandom, Teamcolours will be used in teamgames.
- if not bRandom, cyan FXcolours will be used in teamgames.
- New Skin.
Mutators:
- VRNSniper // Replaces the normal sniper with the VRNSniper
- VRNSniperArena // You know what it does
========================================================================
Author: VRN|>@tack!<
If you want to report a bug or just contact me: *************.com
========================================================================
Special Thanks:
Thanks to [VRN|Ron] for helping with testing and being a genius for knowing what made my sniperbeam go drunk.
Thanks to [gopostal] for helping with testing and the suggestion for a higher zoom.
Thanks to [VRN|C-18] for helping with testing V2 and his cooking skillz.
Hope you like itFeatures in V2b:
- Added recoil visual to the DynaZoom
- Added option in ModMenu if you want to colour the circles using DynaZoom
- Inner cirle of DynaZoom doesnt scale down so much anymore.
It appears clients can change bDynaZoom, bDynaColours and if their ZoomReticle gets purple when
having a UDamage, when playing on a server. A suicide is needed. I wanted to make some mutate
commands but i left that aside, i dont want to make it to complicated.
medor wrote:I find it very nice but you have the opportunity to do under zeroping ?
I think thats normal and it uses the same method as the shockrifle only that the beam is somewhat instant and its lifespan is longer which creates that effect you describe.MrLoathsome wrote:Did more testing online, but did notice 1 minor thing.
If you fire it while moving, the gun end of the laser does not stay with the player, and seems to be off to one side or the other.
It still hits where you are aiming. Didn't notice that if I had the scope on however...