Davidos wrote:Not as unforgiving as infiltration huh...?
Weird... I remember my score being One hundred and thirty two after atleast two hours of gameplay with the MP5 or P90 just running and spraying whilst stealing weaponry from others.
Heh, forgot about non-RealAim 2.86.

Suppressed P90 pwned
everything in that version...
I was mostly thinking about 2.9 though, which while not going to the same extremes as RA is still less than friendly to run-and-gun. (That said, I'll still have to take back my original statement, now that I remember the whole thing about being able to see where your gun is moving instead of the random inaccuracy in HD.)
Anyway, quick-action pistol. I think the easiest way to implement this would be to have the player drop the heavier weapons.
Typing up a sequence of actions so I remember:
- Create a new QA key as well as adding the pistol to slot 2.
- Using slot 2 would select the pistol like a normal weapon. Using the QA button, however, we must:
- Find the current weapon. If it is a hand grenade, pistol, or fist, switch to the QA weapon normally and ignore the following.
- Clear any and all "memory" inventory flags used to track how much ammo is being transferred during a reload, and spawn the equivalent ammo pickups in front of the player.
- End all reload sequences at some natural-seeming point.
- If the current weapon is a rifle, SSG, shotgun, plasma, or rocket, switch to the QA weapon at this point.
- If the current weapon is anything not mentioned above, lose the ammo in the mag, lose the weapon, spawn the equivalent weapon pickup in front of the player, and switch to the QA weapon.
- Check whether the pistol is loaded. If it is loaded, the QA weapon being switched to will be the pistol. Otherwise, the QA weapon being switched to will be the fist.
- If the current weapon and QA weapon are the same, do not switch. (IIRC an attempt to "switch" to the same weapon is ignored, but I'll add this in the post to remind myself just in case.)
EDIT: The grenades were set up the way they were to make sure they were idiot-proof - there's no way to pull the pin and just leave the grenade there without throwing it or making some conscious effort to retain it. But now that I think about it, this should work as well:
- Primary fire throws as it does now, pulling the pin if it has not been pulled already.
- Secondary fire must be mashed four times in rapid succession to pull the pin. A "Frag Out!" warning will then be given.
- Once the pin is pulled by secondary fire, hitting reload would put the pin back in. Hitting primary fire would start the throwing sequence minus the pin-pulling since that's been done already. Hitting altfire one more time would drop the spoon and begin cooking off.
- If you switch weapons while the pin is pulled, you put the pin back in first - even if you QA. If you switch weapons while cooking off, you will throw the grenade at medium power first - again, even if you QA.
- While the grenade is cooking off, a countdown will display. (I almost wish we could have built-in one-time interactive help functions...) Once it hits zero, there will be a very brief one-second period before the grenade spawns and explodes.
Last edited by Matt on Sat May 31, 2008 3:31 am, edited 1 time in total.