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 AR2 Pulse Rifle/Hunter Flechette Gun*Update(2-12-10) Fixed 
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Joined: Sun Dec 21, 2008 8:16 am
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Post Re: Overwatch Standard Issue: AR2 Pulse Rifle *Super Reliability
Tried it.

Overall pretty good mod but...

-There should be a sound when the guys are hit by the ball, not when they disappear.
-The reload speed should be a LOT shorter than that... I remember the gun only changing the mag by itself with some kind of mechanism.
-There should be some kind of chargin' before you shoot the ball like in the game. Some kind of whhhiIIIRRRR POW!
-The body should emit particles when its being disintegrated (unless it does already...)
-Sprite needs some work.
-The tracer should be a little larger. I think that shooting 3 bullets instead of only one would give the gun its real fatass tracer.

Else, the mod is pretty cool. Shooting people with the ball is funny enough.

Edit : Forgot to say that there should be some kind of vortex in the ball with a bright orange in the middle and blue things twirling around it.


Sun Oct 18, 2009 8:53 pm
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Post Re: Overwatch Standard Issue: AR2 Pulse Rifle *Aesthetics
I changed the ball sprites and made disintegrating enemies emit particles. The sound also plays when they get struck with the ball. I didn't add more particles to the main bullets/bolts because I didn't want the gun to be any stronger than it already is. AAAnd the gun sprite has been tweaked a tiny bit.


Sun Oct 18, 2009 11:14 pm
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Post Re: Overwatch Standard Issue: AR2 Pulse Rifle *Aesthetics
Have the grenades be in the shape of the pulse rifle, then make it so that when you switch from one grenade to another, you just switch to the next unique weapon.

The grenade could be lua'd to turn into the particle and to make the user switch to the pulse rifle.


Mon Oct 19, 2009 8:53 am
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Post Re: Overwatch Standard Issue: AR2 Pulse Rifle *Aesthetics
Please make this into a FULL HL2 mod with characters and whatnot.


Tue Oct 20, 2009 12:41 am
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Post Re: Overwatch Standard Issue: AR2 Pulse Rifle *Aesthetics
CaveCricket48 wrote:
I didn't add more particles to the main bullets/bolts because I didn't want the gun to be any stronger than it already is.


I meant more like reducing sharpness and mass of the particles by 1/3 and making it shoot 3 bullets instead. It's just for the looks really.

The sprites looks better, especially the ball. I'll try that later on.


Tue Oct 20, 2009 12:49 am
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Post Re: Overwatch Standard Issue: AR2 Pulse Rifle *Aesthetics
deathbringer wrote:
reducing sharpness and mass of the particles by 1/3 and making it shoot 3 bullets instead
This drastically changes the balance. It will be 3 times as effective on units that it can pierce the armour of but suddenly completely ineffective on a new range of units.


Tue Oct 20, 2009 6:47 am
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Post Re: Overwatch Standard Issue: AR2 Pulse Rifle *Aesthetics
seeing your problem with the reloading problem.
If its in your inventory and slowly come back as you use them, just make a script that when you fire you switch to it quickly and return back.
It would be slightly noticeable but fix the bug.

if i have this entirely wrong sorry :P


Wed Oct 28, 2009 2:22 am
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Post Re: Overwatch Standard Issue: AR2 Pulse Rifle *Aesthetics
I don't quite get what you're saying. Do you mean make the switch speed slower?


Wed Oct 28, 2009 2:27 am
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Post Re: Overwatch Standard Issue: AR2 Pulse Rifle *Aesthetics
CaveCricket48 wrote:
I don't quite get what you're saying. Do you mean make the switch speed slower?


I think he's more saying that when you shoot, it switches to the ball in your inventory then switch back to the gun. Kinda. No idea how this would fix the bug though.


Wed Oct 28, 2009 2:55 am
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Post Re: Overwatch Standard Issue: AR2 Pulse Rifle *Aesthetics
he said that he wanted to remove the ball from the inventory, but did not know how without switching to it.


Wed Oct 28, 2009 8:18 pm
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Post Re: Overwatch Standard Issue: AR2 Pulse Rifle
Hyperkultra wrote:
Ahhhh, the satisfying *Thunkathunkathunkathunka* of the AR2. But AR2's are for country folk. Here in the city, we only use AR3's. Place is lousy with em.

We sure as hell didn't use guns to kill hunters! I killed a dozen a day with my bare hands!

Anyway.. if you have the gravity gun, will it be in the same category, or will all these half life fan mods be scattered around the buy menues?


Fri Oct 30, 2009 6:20 am
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Post Re: Overwatch Standard Issue: AR2 Pulse Rifle *Aesthetics
The Gravity Guns stay in the tools group and the AR2 Pulse Rifle stays in the weapons group, so they shouldn't ever be in the same catagory. To answer your quesstion, the only HL2 mod that will seem like it's not part of the group is the Manhack Launcher.


Fri Oct 30, 2009 11:24 am
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Post Re: Overwatch Standard Issue: AR2 Pulse Rifle *Aesthetics
CaveCricket48 wrote:
The Gravity Guns stay in the tools group and the AR2 Pulse Rifle stays in the weapons group, so they shouldn't ever be in the same catagory. To answer your quesstion, the only HL2 mod that will seem like it's not part of the group is the Manhack Launcher.


How about the flechette gun? Those aren't too out of the question, they are merely delayed sticky bombs.


Sat Oct 31, 2009 7:12 am
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Post Re: Overwatch Standard Issue: AR2 Pulse Rifle *Aesthetics
If you can find a video and a referance picture of that, I'll make it.


Sat Oct 31, 2009 6:21 pm
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Post Re: Overwatch Standard Issue: AR2 Pulse Rifle *Aesthetics
http://www.youtube.com/watch?v=qZqvw1Ba ... re=related
Skip to 4:00, other hunter fight videos would also make good reference.

I suggest you specifically avoid making an entire HL2 mod, and only replicate the more interesting bits like these.
Compiling all of those you make based on HL2 into one datamodule would be handy though.


Last edited by Azukki on Sun Nov 01, 2009 6:17 am, edited 3 times in total.



Sun Nov 01, 2009 6:05 am
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