It is currently Sat Apr 27, 2024 5:32 pm

RUNNING WITH RIFLES Multiplayer

test

Game servers 43 List provided by EpocDotFr | Players online 52


All times are UTC




Post new topic Reply to topic  [ 8 posts ] 
Author Message
PostPosted: Fri Jun 19, 2015 8:36 am 
Offline

Joined: Fri Jun 19, 2015 8:23 am
Posts: 7
It's just a short sugession. I'm the the opinion that the Greycollar transport truck should get the model of a military Unimog.

Heres a picture of it.

Image


Top
 Profile  
 
PostPosted: Mon Aug 24, 2015 10:50 am 
Offline

Joined: Fri Jun 19, 2015 8:23 am
Posts: 7
Here is a Picture of it.


Top
 Profile  
 
PostPosted: Mon Aug 24, 2015 12:19 pm 
Offline
User avatar

Joined: Tue Jan 03, 2012 9:58 am
Posts: 1662
Location: Western Europe
If someone is coming with a model of it, I'd gladly replace the actually Graycollars model.
I won't model it myself though.


Top
 Profile  
 
PostPosted: Mon Aug 24, 2015 4:56 pm 
Offline

Joined: Wed Nov 28, 2012 10:19 pm
Posts: 241
Some one model this NOW.


really the transports are all that needs to be updated for vehicles.

with above being greys and the standard being greens all that would be left is brown.

for brown I would recomend this

Image



idea for transport truck variations.


green: fastest moving, but weakest armor, 10 man back passenger hold +1 side passenger. (makes more useful for co-op and pvp)

grey: medium speed moving, moderate armor, 6 man back passenger hold +1 side passenger.

brown: slow move speed, heavy armor, 8 man back passenger hold. open passengers (can fire at enemies and have medium cover from the sides)

_________________
I regret even hearing of this game!


Top
 Profile  
 
PostPosted: Mon Aug 24, 2015 5:03 pm 
Offline

Joined: Sat Oct 11, 2014 8:46 am
Posts: 331
Also all trucks should have new engine. They are so lazy that its faster to just WALK :)


Top
 Profile  
 
PostPosted: Mon Aug 24, 2015 8:50 pm 
Offline
User avatar

Joined: Fri Sep 19, 2014 9:51 pm
Posts: 540
Location: Loca-what...?
Slightly OT, but: all the trucks(including spawn and comms) + cargo vehicle can be destroyed by ONLY 2 impact nades, no more, or by the relevant number hand nades(which also is the same for all the vehicles), although their armor should be different.

_________________
"Ad cogitandum et agendum homo natus es"

I work quickly, cheaply and qualitatively. You can choose only two of the three options.


Top
 Profile  
 
PostPosted: Sun Aug 07, 2016 2:39 pm 
Offline

Joined: Fri Jun 19, 2015 8:23 am
Posts: 7
Please forgive me I necro this one. I'm planning to model the truck, but I need to know which size I have to work with. So how long, how wide and of hight the hitbox is.


Top
 Profile  
 
PostPosted: Sun Aug 07, 2016 4:14 pm 
Offline
User avatar

Joined: Tue Jan 03, 2012 9:58 am
Posts: 1662
Location: Western Europe
Wolfen wrote:
Please forgive me I necro this one. I'm planning to model the truck, but I need to know which size I have to work with. So how long, how wide and of hight the hitbox is.


from transport_truck_1.vehicle we have:

Code:
collision_model_extent="3.4 4.0 10.5"


so the collision box of the truck is 3.4m width, 4m height and 10.5m long.

this is for the truck without wheels, so if you want to know the complete height of the truck: 4m+half of the wheel diameter which is 0.4m, so total height 4.4m

Of course you don't need this exact values as it could be a a bit different as you will have a different model but it should be quite similar. you have to adapt those value in the transport_truck_1.vehicle file then, of course


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 8 posts ] 

All times are UTC


Who is online

Users browsing this forum: No registered users and 40 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group