Dropping the laser

Developer discussion of experimental fixes, changes, and improvements.

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Postby morfar » Fri Feb 06, 2009 3:11 pm

current laser size looks better.
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Postby Alien » Fri Feb 06, 2009 9:20 pm

Does that mean you can't pick up laser even if you are without any weapon?
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Postby divVerent » Sat Feb 07, 2009 10:30 am

Nope. You CAN pickup the laser - ONLY if by some reason you have no laser.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby Chubby » Sat Feb 07, 2009 11:17 am

a come on ppl, laser is a weapon you always need. Why should you drop it?
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Postby MirceaKitsune » Sat Feb 07, 2009 11:54 am

Chubby wrote:a come on ppl, laser is a weapon you always need. Why should you drop it?


There are gametypes like Race where you may start without it. I think the idea of not dropping a weapon with no ammo only if it's a start weapon is a great one while all weapons should be ready to be dropable.
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Postby Lee_Stricklin » Mon Feb 09, 2009 4:27 am

divVerent wrote:Well, the existing rule of picking up has a reason (so you get feedback for it being useless to even try to pick it up).

Quake 1, 2, 3 also do the same - if you're maxed out on health or some ammo type, you can't collect it any more.

On the other hand, laser should get a secondary mode that does take ammo. Would fix that too :P


My head is getting boggled with looking over this thread. I'm no developer, but if anything should happen to the laser I think it should be made possible to dual-wield via a mutator. The primary would fire the left laser and the secondary would fire the right laser. As for normal gametypes without the mutator picking up the weapon won't do squat. If it absolutely requires to be coded to do something I would say make it... uhh... I guess make it... I don't know give you like an extra shotgun shell or something EXTREMELY minor.
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