he is probably still working on it
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Oh and another thing Meph, correct me if i'm wrong as i'm not really a gun expert but you mentioned in your video that decreasing the ROF of the customisable gun was a benefit. Wouldn't increasing ROF be a benefit rather then decreasing it?
I know you get warped to a mini building(It's near aimpoint but not in front of aimpoint) which is a few steps away from the base,
However my worries is regarding the warp bug happening to only the minorities.
Also about the customization gun question,He means there are skill points(said to be 20) for you to upgrade your gun stats,For example if you want to increase a certain stat,Something else decreases.So,if i want to invest all my points on solely ROF,My freeze might increase or spread might decrease etc.
Yeah, but I figured that giving NZ a special heal hut would make more sense than spawning in front of a gun shop.
Great question!
To answer that, let me first explain how the script works
The variable known as "Rate of Fire" is actually the "sleep" in the script.
People just define it as RoF because it's more fluent in conversation to say "Rate of Fire" than "Sleep"
In the script, it's organized like this:
this.player_freezefire = {0.25,0.50};
Within that array, there are two variables, separated by a comma.
The first is the Freeze; which, in that example is 0.25.
The second is the Sleep; which, in that example is 0.50.
Freeze is defined as the amount of seconds that a person is frozen upon firing a shot.
So at 0.25, you can figure the person would be frozen for a quarter of a second before being able to move again.
If you decrease that number, it means less seconds a player is frozen upon firing a shot.
Sleep is defined as the amount of seconds that lapse between firing shots.
So at 0.50, you can figure that, if the person is holding down the fire button, they'll shoot one bullet every half second (2 bullets per second).
If you decrease that number to 0.25, then the gun will shoot 1 bullet every quarter of a second (4 bullets per second).
So a lower sleep = more bullets per second = a higher fire rate.
So if you put the two together, back to the example:
this.player_freezefire = {0.25,0.50};
Let's say you had a gun had these stats, and you were holding down the fire button.
Upon firing, you would be frozen for 0.25 seconds.
You couldn't shoot again for 0.50 seconds though.
So 0.25* seconds after you're able to move again, you'll fire the next bullet, be frozen, and repeat the process.
*0.50 - 0.25 = 0.25
Weirdly though when I was basing here, even though I'm 100% certain I have death revive, I still for some reason revive at the hospital with 25hp :0? If I based at any other base I would spawn right outside the base (upon death) with full hp. Even when my gang had the base, I also noticed this happened to a few other members of mine, and only half seemed to be spawning at that hut.
Thanks so much for clearing that up! I now fully understand this concept :}
I've got college today, I'll look into it when I get time.
Thanks again, Cloud
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Yeah, I gotta check that out.
It's supposed to warp anybody with a revive potion to the NZ heal hut.
Only those without a revive potion are supposed to get warped to the hospital.
You're welcome :D
Meph, I guess there's an issue at hand now;
I'm going to try and make it simple.
What should happen: Upon death, spawn around AimPoint.
What actually happens: Upon death, regardless of having a revive, spawn at Southridge hospital.(the warp to neo base has been removed)
Apart from that, here comes the real bug.
Glitch: Upon death inside the base, should the player already have death revive and decides/accidentally disconnects by either pulling down notifications, opening multitasking, causing the player to be paused, he/she will end up warping OUT of the base into the one of the three entrance doors of the base(depending on which was used to enter). Allowing the player to revive directly in front of the base- something you and I definitely do not want.
Also if the player wants to "run out/wuss out" of being dead in the base, he/she could disconnect, heal, re enter the base without seconds.(less than 10, which is what was suppose happen should they spawn at Aimpoint)
Aah.
All these bugs with respawning, I think I'm just going to have people respawn in the NZ heal hut regardless of what they have.
It's still better than other bases that people respawn at the front of the base.
Also, I'll see about having people that disconnect go to the hut as well.
Thanks again, Blue Fish
I am a medic for my gang and I have a question, is it intended for people to NOT be able to place heal bombs in the new base or is it just a glitch? I would like to keep my gang alive for a little longer just to cap that last point or kill the guy with a OP shotgun.