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Hmm.. too much? :)
Posted: Fri Feb 14, 2003 1:47 am
by PaladinHeart
I just tested a big gun out and it did anywhere from 100 to 2000 damage to unarmored guys, depending on the distance. Ouch! Guess I need to push that weapon forward a bit in my campaign
Posted: Fri Feb 14, 2003 7:30 am
by requiem_for_a_starfury
That reminds me, must set up some explosive spawns to simulate mortar fire.
RE:
Posted: Fri Feb 14, 2003 1:13 pm
by PaladinHeart
That sounds like a cool idea. Make sure you name the explosives something like Mortar Shell or Mortar Explosion, etc.. It adds to the effect when you read
"Mortar shell hit Max for 1521 points of damage, bypassing his defenses. Max exploded like a blood sausage."
:)
Re: RE:
Posted: Fri Feb 14, 2003 8:57 pm
by Max-Violence
[TBC]-PaladinHeart wrote:"Mortar shell hit Max for 1521 points of damage, bypassing his defenses. Max exploded like a blood sausage."
Hey, what'd I ever do to you?!?!?
Re: RE:
Posted: Fri Feb 28, 2003 7:53 pm
by requiem_for_a_starfury
[TBC]-PaladinHeart wrote:That sounds like a cool idea. Make sure you name the explosives something like Mortar Shell or Mortar Explosion, etc.. It adds to the effect when you read
"Mortar shell hit Max for 1521 points of damage, bypassing his defenses. Max exploded like a blood sausage."
:)
Set up the explosive spawn, all it is, is an effects spawn. So I had to use a deathtrap to damage the player, unfortunately the use of deathtraps doesn't generate messages in the text window. So Max gets to live unabused for another day.
All I need now is a wav file of the mortar firing, does anyone have one? Specifically the whistling sound that turns your guts liquid as you realise unseen death is hurtling towards you from the heavens.