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HavenForts: Construct JetFists - The Chronicles of Wargasm (Episode 2, NeoForts)
  #1  
Old 09-13-2008
Crawler
 
Join Date: Jan 2008
Posts: 17
Default Rocket Reload

I'm still used to the reload time of 193, and sometimes I'll try to rocket jump before a new rocket is ready to fire. This is a pain as sometimes I just jump off a cliff.
I recommend adding something to the rocketeer class to inform the player when they are ready to fire again.
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  #2  
Old 09-22-2008
Master Craftsman
 
Join Date: Sep 2007
Posts: 973
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agreed. (solely posting in case of .4.2/.5/.6 etc and making sure the devs have seen this, sowwy)
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  #3  
Old 10-17-2008
Fort Builder
 
Join Date: Aug 2006
Posts: 48
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No need, just get used to it, it wont take long.
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  #4  
Old 10-17-2008
Mogly, King Of Jungle!?
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Join Date: Aug 2008
Posts: 18
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Quote:
Originally Posted by noobist View Post
No need, just get used to it, it wont take long.
Agreed.
I didn't like the rocket respawn time absolute not...
Now it's much better.
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  #5  
Old 10-17-2008
Fort Warrior
 
Join Date: Jun 2007
Location: Americaland
Posts: 1,306
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If you're not a capper, stfu, since you really can't relate. Also, this has absolutely nothing to do with rocket reload time. It deals with the fact that you appear ready to fire another rocket when you're actually not.

I'll admit, I've done this a fair few times as well. The fire animation will have finished by the time I go to jump, all to find myself not actually firing a rocket. Perhaps not finishing the animation till the rocket explodes? I think it was like that in 192.
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  #6  
Old 10-17-2008
Fort Builder
 
Join Date: Aug 2006
Posts: 48
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Me being newbie did not quite understand at first but no i do I se the problem and yes its very annoying it needs changing either slow the animation down or revert to previous settings.
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  #7  
Old 10-22-2008
Fort Builder
 
Join Date: Aug 2006
Posts: 48
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Try this.
sf_reload_rpg 1 (default is 2)

I tried various reload times because sf_reload_rpg 1 seems a little too fast. I tried 1.5, 1.6, 1.7, 1.8 etc the tiem didnt seem to increase with each increment.
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  #8  
Old 10-23-2008
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Fort Warrior
 
Join Date: Aug 2006
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It's annoying me too, to be honest.

I think this could still be an issue in v2 - as in, let the player know when they can fire - and can be done with a simple visual que on the weapon itself.
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