How many people actually like the current marine flashlight?
Fragmagnet
Join Date: 2010-07-26 Member: 72873Members
Join Date: 2010-07-26 Member: 72873Members
Comments
Here's the default flashlight
<img src="http://i42.tinypic.com/a14jls.jpg" border="0" class="linked-image" />
And here's my flashlight
<img src="http://i39.tinypic.com/8zgyft.jpg" border="0" class="linked-image" />
Your flashlight confuses the hell out of me.
here's how my flashlight works
the biggest circle goes the default distance (15)
the smallest goes a bit farther. (25)
the middle one goes .... middle. (20)
The smallest is also the brightest
The default flashlight has an atmospheric rating of 0.5
mine has an atmospheric rating of 0.15
and the middle has the most atmospheric beamness due to it being the brightest.
BEEEEEEEEEEEEEM
The Small circle has the default atmospherics of 0.5
the middle is 0.2
outer is 0.15
More range would be cool.
<img src="http://gigainternational.com/electronics/fenix-L1beam2.jpg" border="0" class="linked-image" />
It would make more sense.
Your shoulder light would be the wide close range one.
and the flashlight on your gun would be the longrange narrow one.
Flashlights are actually clientside.
So once I get to releasing the files. (Probably not too long from now)
You just drop them into your ns2 stuff and bam.
I hope by release they add value checks to servers.
So they detect non default values for things like flashlights.
(since nothing is preventing you from making your flashlight retardedly OP ((aka 999999 range 9999 brightness 9999 width)))
It would be pretty badass if UWE did implement my version of the flashlight though.
Wouldn't mind seeing an upgraded version.
Wouldn't mind seeing an upgraded version.<!--QuoteEnd--></div><!--QuoteEEnd-->
I've actually reduced the small beam of atmospherics since that image btw.
It's now 0.4 instead of 0.5
The outer is still 0.15
and the middle is now 0.3
the code provided by the wiki does not work.
local coords = self:GetActiveWeapon():GetAttachPointCoords( 0 )
coords = coords * Coords.GetRotation( Vector(0,1,0), math.pi/2 )
self.flashlightObject:SetCoords(coords)
that's the code btw.
I'm pretty sure math.pi/2 could be replaced with math.rad(90)
either way the lights I try to attach to the active weapon (the 2 smallest lights) don't turn on
hmmmmmmmmmmmmmmmmm
on the upside
I compressed a bit of the flashlight code I added.
(I really really really like being terrified by this game... Just sayin')
(I really really really like being terrified by this game... Just sayin')<!--QuoteEnd--></div><!--QuoteEEnd-->
Only the middle 2 lights will be attached to the weapon.
Your shoulder light (The wide short one) will still be forwards.
You just won't be able to see very far down range while reloading.
SPEAKING OF RANGE
A model of a marine is used as a reference
Straight on (any farther away and the center light is gone)
<img src="http://i43.tinypic.com/w6qlms.jpg" border="0" class="linked-image" />
Angled
<img src="http://i41.tinypic.com/wck1h4.jpg" border="0" class="linked-image" />
In firstperson? Because I can do that.
If you were talking about thirdperson... the center cone has the most atmospherics.
There isn't much that can be done with spotlights other than make a circle of light.
The atmospherics have been tuned since the picture that has them in it.
NOTE
Attaching the middle lights to your current active weapon IS POSSIBLE but doesn't work like I thought it would.
The lights that would be attached to the weapon wouldn't be where your firstperson gun is aiming.
They go where your actual model is aiming the gun..... which isn't ideal.... at all.
+1 to this idea.
but can you remove the blinding fog for friendlies only? i think that atmospherics are okay for the enemy to see (a show of force etc) but its just plain annoying when my teammate turns in my direction and i cant see the wall behind him. i know its realistic, but in a game of flashlights being everywhere, its just not fun or practical
but can you remove the blinding fog for friendlies only? i think that atmospherics are okay for the enemy to see (a show of force etc) but its just plain annoying when my teammate turns in my direction and i cant see the wall behind him. i know its realistic, but in a game of flashlights being everywhere, its just not fun or practical<!--QuoteEnd--></div><!--QuoteEEnd-->
It is possible but the amount of atmospherics now is so small that it'd be pointless.