flintmcplayz
Expert
https://www.youtube.com/watch?v=Nl_Tj82asR4
Posts: 116
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Post by flintmcplayz on Feb 11, 2021 20:21:11 GMT 1
Kogama PvP is ok, but it could really use some logic. For example, the item hider. A logic block that hides items until activated by activation logic. you can only have one thing in your hand. Also, It would be nice if we could have an item in our hand as well as our holster, and you could toggle between them using Q, which is the button that puts items in your holster anyways. And please can we be able to place breakable blocks with cubegun? This would help in a map where you have to get to the middle of the map by bridging with cubegun, and other players are able to break you bridge so that you have to start all over again. And then a logic cube that will send a pulse once a specific breakable block is broken. Example, you make a breakable block with an item hider attached and when it is broken the gun is revealed somewhere. You can come back when you find the gun(you'll never find it) . 🔫<---Claim it
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Post by Cosmic on Feb 16, 2021 15:43:38 GMT 1
The only reason "Holster" weapons exist is so you can change between first person and third person. Having two weapons in the holster would: 1- Make it too OP. 2- Break a lot of maps. 3- Make it so you can't go into third person. Not a good idea, over all.
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flintmcplayz
Expert
https://www.youtube.com/watch?v=Nl_Tj82asR4
Posts: 116
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Post by flintmcplayz on Feb 19, 2021 16:36:40 GMT 1
The only reason "Holster" weapons exist is so you can change between first person and third person. Having two weapons in the holster would: 1- Make it too OP.2- Break a lot of maps. 3- Make it so you can't go into third person.Not a good idea, over all. This is a very detailed argument against two weapon holster, but there are ways to fix this.By adding this to classes with 50-100 power, or putting this in game settings, you can make this optional. How ever, you still can change rapidly between two weapons, making this OP. All you have to do is add a small cooldown of about 2-4 seconds to fix this problem(Which is a problem I came up with). For you third argument against this, there, again, is a solution. when cycling though the weapons, there is one position where both the weapons are in your holster, allowing you to enter 3rd person. Plus, you haven't even acknowledged all my other ideas in this post. I'd like to hear your feedback on those, either positive or negative because it helps me think more to improve these ideas of mine.
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MrOzymandias
Expert
Look upon my works ye mighty and despair!
Posts: 248
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Post by MrOzymandias on Feb 23, 2021 20:16:21 GMT 1
I like the idea of being able to carry more than one item, even if you can only use one at a time. A setting under game options (where you can disable the "revive" feature) or a class setting would be nice, so that builders can toggle item carrying; it should be disabled by default so as not to break existing games. I like your idea about adding in a cool-down for weapon switching. As for the problem with switching between TPS and FPS, I think the Q hotkey should be reserved for holstering/unholsting items, not switching. Instead, you could assign a new key for swapping these items (I suggest F, since it's nicely positioned by WASD). So press Q to holster/unholster your weapon; press F to actually swap between different weapons. Now, on a side note, dual-wielding would be nice if we had more non-weapon items. Say, wielding both a sword and a cubegun simultaneously (one assigned right-click, the other left-click) wouldn't be too OP, whereas wielding both a bazooka and an impulsegun would. Again, I know it wasn't in the original post, but I really want dual wielding! As for item hiding, it would be nice if we could simply connect the cube model hider (once called the "object enabler") to pickups. When a pickup is hidden, you can't collect it; when it's shown, you can collect it. As for placing breakable blocks with the cubegun, can't we already set cubeguns to place destructible materials? Or are you suggesting that all cubegun blocks be destructible? A way to detect whether a block is broken would be nice, I just don't know how it could be implemented. An option to hide target triggers so that players can't see them, but still shoot them, would be a good first step in the right direction.
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flintmcplayz
Expert
https://www.youtube.com/watch?v=Nl_Tj82asR4
Posts: 116
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Post by flintmcplayz on Feb 24, 2021 16:42:28 GMT 1
A way to detect whether a block is broken would be nice, I just don't know how it could be implemented. An option to hide target triggers so that players can't see them, but still shoot them, would be a good first step in the right direction. It would also be nice if we could set the target to only work when a certain bullet is shot at the target. For example, an invisible target on a house, when the target is shot by a pistol, it wouldn't do anything, but if it was shot by a flamethrower, the house would burst into flames.
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flintmcplayz
Expert
https://www.youtube.com/watch?v=Nl_Tj82asR4
Posts: 116
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Post by flintmcplayz on Feb 26, 2021 16:31:15 GMT 1
Also when can we add custom sword textures and set how much damage each sword does with slider from 1-20?
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MrOzymandias
Expert
Look upon my works ye mighty and despair!
Posts: 248
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Post by MrOzymandias on Feb 26, 2021 19:00:02 GMT 1
When did they remove the ability to place breakable blocks with the cubegun? I published a game on February 1st with cubeguns using destructible materials.
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flintmcplayz
Expert
https://www.youtube.com/watch?v=Nl_Tj82asR4
Posts: 116
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Post by flintmcplayz on Feb 28, 2021 17:13:49 GMT 1
Oh, they did add that. Well, last time I checked, I couldn't do cubegun with destructible blocks.
when will you get profile pic
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Post by 89087 on May 30, 2021 16:12:52 GMT 1
Nice suggestion
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