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Re: Project Reality 0.95 Features List
Posted: 2010-10-09 22:58
by Hitman.2.5
'Andy[EEF wrote:;1461718']Yeah agreed, why? That's one step making jets more vbf2 style by FORCING them to fly low in order to hit stuff.
and the fact to make you more vulnerable than what you already are, with the 30 flares.
although the rest of the awesomeness almost evens it out
![Razz :P](./images/smilies/icon_razz.gif)
Re: Project Reality 0.95 Features List
Posted: 2010-10-09 23:00
by ebevan91
tl;dr
J/K lol I must read this. Can't wait!
Re: Project Reality 0.95 Features List
Posted: 2010-10-09 23:00
by Celestial1
Added code that prevents players from using enemy kits other than rifleman variants indefinitely (rifleman, rifleman specialist, rifleman at, rifleman ap). It gives a message for 15-20 seconds (enough time to get ammo/field dressings), then it blacks out the screen for 15 seconds more after which it kills the player if he doesn't drop it.
Score, I like being listened to.
Hopefully it will work out as intended.
![Smile :)](./images/smilies/icon_e_smile.gif)
Re: Project Reality 0.95 Features List
Posted: 2010-10-09 23:01
by Excavus
This novel is magnificent! You must publish it!
Although...
Removal of US Bayonets? Why?
Removal of Molotov Cocktails? Why?
Re: Project Reality 0.95 Features List
Posted: 2010-10-09 23:04
by Adriaan
Hells yeeeaaaahh
Re: Project Reality 0.95 Features List
Posted: 2010-10-09 23:04
by badmojo420
'[R-DEV wrote:bosco;1461722']@badmojo420:
Answer to the kit lock reasoning is above.
For your worries regarding Taliban Grenadier
http://imgur.com/0pA7h.jpg
Or take a close look at the 0.95 Promo signature
![Image](http://media.realitymod.com/pr095sig.gif)
Ahhh, so the default is AK grenadier with no scope then? That's alright.
But, it still bugs me about the special kit thing. Just make it disappear if your going to enforce this stuff. Otherwise it's too artificial.
Re: Project Reality 0.95 Features List
Posted: 2010-10-09 23:05
by DankE_SPB
Excavus wrote:Removal of US Bayonets? Why?
you can read the line till the end, dont you?
(too many variants to keep up with).
Re: Project Reality 0.95 Features List
Posted: 2010-10-09 23:09
by BreepZz
Re: Project Reality 0.95 Features List
Posted: 2010-10-09 23:12
by masterceo
Many controversial changes. I will reserve my judgment until i actually play the new release, but from what i've read i can see only 2 possibilities: either i'll hate it or love it.
Re: Project Reality 0.95 Features List
Posted: 2010-10-09 23:15
by Nagard
Finally...
This is just great!
Re: Project Reality 0.95 Features List
Posted: 2010-10-09 23:18
by doop-de-doo
Thank you DEVs.
Re: Project Reality 0.95 Features List
Posted: 2010-10-09 23:18
by akatabrask
'[R-DEV wrote:Jaymz;1461618']
- Updated Weapon Cache damage materials, it should take 3 incendiaries to take it out.
Oh thank heavens yes!
Re: Project Reality 0.95 Features List
Posted: 2010-10-09 23:22
by Jaymz
badmojo420 wrote:
But, it still bugs me about the special kit thing. Just make it disappear if your going to enforce this stuff. Otherwise it's too artificial.
if kits don't stay, then you wont have them when revived (it will go back to what you spawned with). I dont' think many people will want to cycle a kit every 5mins while they play instead of actually playing the game....
'Andy[EEF wrote:;1461718']Yeah agreed, why? That's one step making jets more vbf2 style by FORCING them to fly low in order to hit stuff.
If we leave in the code that allows bombs to find their own target, then all a pilot has to do is release their bomb at high speed towards the general direction of a lase and it will hit. They can even do this at low altitude from almost twice view distance away.....which is absolutely ridiculous...like they're frisbee'ing bombs.
Re: Project Reality 0.95 Features List
Posted: 2010-10-09 23:29
by lromero
[R-DEV]DankE_SPB wrote:you can read the line till the end, dont you?
We still get a knife right?
Re: Project Reality 0.95 Features List
Posted: 2010-10-09 23:30
by badmojo420
[R-DEV]Jaymz wrote:if kits don't stay, then you wont have them when revived (it will go back to what you spawned with). I dont' think many people will want to cycle a kit every 5mins while they play instead of actually playing the game....
When it comes to insurgents defending a fixed location, cycling a kit every 5minutes doesn't seem too difficult to do while still playing the game. And if you've got 15seconds to move with the kit before punishment starts, i'm sure we'll see kits being "dragged" back to the cache or main base.
But, good point about being revived. I see why they don't just disappear.
I hope I'm wrong about this, and I hope that people act the way you guys want them to. But I have serious doubts about that. I find that if you give people the means to abuse a system to gain an advantage, they usually do it.
Re: Project Reality 0.95 Features List
Posted: 2010-10-09 23:30
by {E-Z}Jack
pleased
Re: Project Reality 0.95 Features List
Posted: 2010-10-09 23:31
by Smiddey723
PR DEV's never cease to amaze me :')
Re: Project Reality 0.95 Features List
Posted: 2010-10-09 23:31
by Ford_Jam
Updated some vehicles with TOW-style weapons so they need to stay stationary for approximately 7 to 14 seconds to operate their TOW-style weapons (TOW humvee, M2A2 Bradley, Spandrel and Puma).
and
Updated ATGMs on Type98, Merkava, BMP3 and T90 muzzle effect.
Do those TOW restrictions not affect vehicles with barrel-fired ATGMs?
Re: Project Reality 0.95 Features List
Posted: 2010-10-09 23:33
by Claymore
Thank you for all the time and work DEVs!!!