Re: MH GiranTown
Posted: Sun Jan 14, 2018 12:00 am
Hmm, I will have to check out the wall problem. thanks
Do you mean the actual walls or the gates while they're still closed?OjitroC wrote:Did you know that you can shoot through the walls (well, some of them)?
Through the actual walls - I just tried it again and, in the first courtyard on the left where the krall are, shooting through the back wall of the building or through that courtyard wall results in an attack by the qdemons that are on the other side of the wall, so they're able to get through the 'wall' as well.EvilGrins wrote: Do you mean the actual walls or the gates while they're still closed?
Do you mean the building with Brush721 in it? I tried it, but could not shoot through any walls.OjitroC wrote:shooting through the back wall of the building
Yes, that's the one.Barbie wrote:Do you mean the building with Brush721 in it?
I'm using CSSWeapons and I see from the .ini that I have bBulletPenetration set to true, which means that the weapons can fire through walls and pawns.Red_Fist wrote: Unless you have some modified thing running that might override Engine-UT defaults is having more splash damage or override the original projectiles or new ones with new weapons, (just a guess)
Or you could use blocking actors to keep the monsters in their region.Red_Fist wrote: I wish there was a way to stop stuff from going over walls, there is no practical fix other than making the walls taller. But I figure if you are going to cheat (or not) I don't think it can mess up the sequencing, for counters and doors and ending.
Monsters mostly do, but the further you get into the map the more gates you leave open behind you.papercoffee wrote:Or you could use blacking actors to keep the monsters in their region.
It's a normal game mechanic in Counter Strike that a stronger bullet is able to penetrate through thin walls. weaker bullets can only penetrate wooden surfaces. All of this depends on how thick a penetrable surface is. The Half Life engine did check this and you could shoot through thinner wall parts or corners. But when the wall got thicker then 1 virtual meter did even a strong bullet get stuck.Red_Fist wrote:I installed that CSS but can't seem to get the weapons, it does show up in the menus. But while looking I did see that checkbox, shoot through walls, now why in the hell would one program that as a feature,
Can't even think of a use as a tool, because you would want to know if the wall(s) ARE solid.
I don't use the CSS mod itself but have put some of the weapons into StuffSwapper. If you don't want to do this, you can summon one or two of the weapons in-game - see the readme for the summons for each weapon.Red_Fist wrote:I installed that CSS but can't seem to get the weapons, it does show up in the menus.
Perhaps though it does introduce some degree of reality, which is appropriate to the CSS Weapons - as far as I can tell not all of them can shoot through walls, possibly only the heavier ARs and the machinegun.papercoffee wrote: Therefore making a weapon shoot through walls is indeed BS in UT.
Yeah but the NW3's IRPR checks itself if a wall is thin enough. Is it too thick can't the beam reach any opponent.OjitroC wrote:Perhaps though it does introduce some degree of reality, which is appropriate to the CSS Weapons - as far as I can tell not all of them can shoot through walls, possibly only the heavier ARs and the machinegun.papercoffee wrote: Therefore making a weapon shoot through walls is indeed BS in UT.
NW3's IRPR can indeed shoot through walls and is extremely useful.
Such already exists in BotPack: the Pulse Gun beam shoots through thin walls.papercoffee wrote:making a weapon shoot through walls is indeed BS in UT.
Really? Never noticed this.Barbie wrote:Such already exists in BotPack: the Pulse Gun beam shoots through thin walls.papercoffee wrote:making a weapon shoot through walls is indeed BS in UT.