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Messages - Slowhand

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46
River of Tears / Re: FOnline Reloaded RANT
« on: October 19, 2017, 05:38:11 pm »
I have leaked information on next updates,

Flames will now shoot rainbow animations,

There will be a guy npc on respawn   locations who give out hugs to the pve players after they die.

Hello kitty skin available in barbers

New map location added with huge fire place, for players to meet and holds hands, sing songs like kumbaya my lord.

No pvp players can now only hugs when interaction,

New tc system, you must play tag and run around last one tagged looses tc

Confirmed! ETA tomorrow! Be there! https://en.wikipedia.org/wiki/Pink_ribbon

Note: If the patch is not ready for tomorrow, do not worry, there will be a whole year to prepare for next time.

47
River of Tears / Re: FOnline Reloaded RANT
« on: October 17, 2017, 06:29:33 pm »
Lol. Perteks made sure this topic gets into the River of Tears and it wasn't hard either. Well played.

48
River of Tears / Re: FOnline Reloaded RANT
« on: October 15, 2017, 07:12:34 pm »
Why this is not in toxic caves yet?

Why do you think this belongs to toxic caves?

49
Game Help / Re: leveling up
« on: October 13, 2017, 05:59:47 pm »
LA Boneyard -> Centaur/Dog quest.

50
Suggestions / Re: Some perks idea
« on: October 12, 2017, 12:15:13 pm »
That's 100% true, i think the same way and i know all that already, but we keep missing ( in fact all the post storm that happened the last hours are completely missing what i'd wish to speak about ) :

What if snipers had an ability to briefly "sneak" when hit for like 1-2 or even 3 seconds ?  ( Outside of TC area just in encounters )

Here i'm just sharing an idea to give snipers a small reaction time when a random burster spawn in your location 15 hex away ( and it's not for me, i'm often playing a burster myself. trying to innovate things.

If you try to balance something, and the first remark you make is that the mechanic has to work differently in different scenarios, maps, etc, is an indicator of a bad idea.

If the issue is the close spawn, fix that, make it so that you cannot spawn close to players with high perception or something like that. There have been ideas and discussion about the Curios Nature perk related to encounter spawning, wonder if they worked out.

51
Tools and Modifications / Re: CAR/VEHICLE - Scout [Skull Power model]
« on: October 10, 2017, 08:26:11 pm »
This one looks good, don't like the buggy though.

52
Character builds / Re: Full PvE focus character
« on: October 10, 2017, 02:23:06 pm »
Sometimes I get knocked down or out, then I miss the Quick Recovery perk. Maybe more useful than Adrenaline Rush.

53
Suggestions / Re: Healing numbers above critter.
« on: October 09, 2017, 10:08:34 pm »
BUMP

At the moment I'm working on other stuff, if more improvements needed I might do it next year or whenever my queue reaches that part, but I think last version is still better than current.

54
Suggestions / Re: Lockpick CD change when success.
« on: October 09, 2017, 10:01:52 pm »
BUMP

55
The Workshop / Re: Reloaded 2nd Session Source
« on: October 08, 2017, 01:40:44 am »
Sorry for bumping this but I want to ask, how do you disable loot drop on death? I asked around FOdev as well but never really got a solid answer. I was told it was by putting the MODE_NO_LOOT in the critter_init () but I don't know the exact line I need to put in and the exact file that I need to put it in.

I never tried this, and can't now, but I would put it into main.fos at:

////////////////////////////////////////////////////////////////////////////////////////////////////
// Called when a critter enters a map.
void map_critter_in(Map& map, Critter& cr)

part somewhere, this is where critters are loaded into the map. Get a check for player if you want no loot on players, otherwise for mobs. Just add:

if (cr.IsPlayer())
    _CritSetMode(cr, MODE_NO_LOOT);

56
Closed bugs / Re: [Encounter] Broc flowers respawn over scenery
« on: October 05, 2017, 04:57:03 pm »
Yet bugs that get reported often, should raise in priority. I don't think anyone can seriously expect bug reporters to browse through all the bugs, and make sure they don't double post.

57
Suggestions / Re: [Client] Mods.cfg and DataFiles2238.cfg
« on: October 05, 2017, 01:04:45 pm »
I think the default should be the current interface for sake of players who try out this game and have played Fallout before. It provides that feel of nostalgia needed for them get into this.

Edit: Scrap this whole CFG bullshit and add in game options. Might be able to help with that later on.

58
Faction Announcements / Re: Brahmin Permit
« on: October 03, 2017, 06:54:24 pm »
What? This cannot go on like this! We need to make suggestion for Brahmin poop to drop on death else the whole Brahmin Permit could end up being a fiasco.

59
Bugs / YK32 Pulse pistol - Reload BUG
« on: October 02, 2017, 05:14:24 pm »
YK32 Pulse pistol bug: Description on reload says 3AP and has the following effect:
- you reload for 3 AP except when you only have 2 AP left, then you can reload for 2
- other weapons inherit this if you switch weapons, and for one or two reloads, they use up 3AP until they return and show/use 2AP as usual.

60
Suggestions / Re: Radiation ammo and such.
« on: October 02, 2017, 08:00:13 am »
What benefit does this introduce besides being able to grief noobs more effectively? Go start zone, cripple leg, get shitty weapon, kill revive, kill revive, get max dose of radiation, gg.

As for immersion, the bullets should radiate the carrier or the storage, or the whole area people are at with the ammo or shot at.

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