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Any Dropped Weapon Stay tweak?

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Level 12 Human gamer
Alignment: True neutral
Posted on December 25, 2006 at 9:04 am

Ok here's another unconventional gameplay I love to do at TM...
Is it possible to tweak the weapon stay coz they tend to stay there forever?

Sometimes I play with just the machine gun with 1000 rounds and after 30 mins
mg's are all over the place slowing down my old pc a little bit.

Level 14 Human gamer
Alignment: True neutral
Posted on December 25, 2006 at 2:12 pm

ALT-K :twisted:

Level 14 Human gamer
Alignment: Chaotic evil
Posted on December 26, 2006 at 1:07 am

Yay!

Level 12 Human gamer
Alignment: True neutral
Posted on December 26, 2006 at 11:03 am

ah cmon are you guys this conservative?
wana know what i've done with the cruise missiles?
ammos = 50, reloadtime = 0.01.....hehe.


i only play single player btw
and it's just a funky phase.
promise i'll behave soon...LOL!

anyway if there's no tweak about it...ok fine.
one of tm flaws if you ask me.

still a good game.

Level 14 Human Sr Code Monkey
Alignment: Chaotic
Location: lost in the evil lands, of soccer-mom piloted minivans....
Posted on December 26, 2006 at 1:01 pm

Unfortunately weapons cannot disappear after they are dropped. Which is a pity since after a while they accumulate and start to cause lag.

Level 14 Human gamer
Alignment: True neutral
Posted on December 26, 2006 at 6:03 pm

Can't you mesh the current weapon to the tank so when you die it dissapears with you? (Letting only the tank spawn... or continue to have the same weapon for that matter?)

Sorry genmac, I thought you meant: if you could drop a weapon from your tank.... (I tend to read things too fast).
I hope you get to play on-line with the rest of us... don't worry about skills level.... you're going down anyways! :twisted: (j/k)

Level 13 Human Unaffiliated Game Maker
Alignment: Chaotic
Location: England
Posted on December 27, 2006 at 5:07 am

Making crazy cruise missiles is a faze for you? For many of us modding is an interesting hobby o_o

Level 12 Human gamer
Alignment: True neutral
Posted on December 31, 2006 at 1:29 pm

lol i'm just abusing Tm's engine or my outdated pc.

wanna see my old CS maps?...LOL!

Level 12 Human gamer
Alignment: True neutral
Posted on December 31, 2006 at 1:30 pm

Unfortunately weapons cannot disappear after they are dropped. Which is a pity since after a while they accumulate and start to cause lag.

Now this is what I'm talking about.
they shld go after 1 min or 2 may be.

Level 14 Human gamer
Alignment: Lawful good
Location: T3h M00nz
Posted on January 12, 2007 at 10:47 am

Well, you have to understand when TM was made. And that is a big factor especialy since the original desginer never got to finish it so there are somethings that I hope will be resolved in a TM2 assuming they ever make one.

Level 11 Human gamer
Alignment: True neutral
Posted on November 30, 2007 at 12:10 am

Ok here's another unconventional gameplay I love to do at TM...
Is it possible to tweak the weapon stay coz they tend to stay there forever?

Sometimes I play with just the machine gun with 1000 rounds and after 30 mins
mg's are all over the place slowing down my old pc a little bit.


I know, it's a late reply.
A possibility: alter the weight of the various weapons.
Give more ordinary amo: More amo box = less bolt on weapons.
Reduce the weight of some problematic weapons: Those with relatively slow fire rate and large clips.
Reduce the initial amo load of the various weapons: They get expended faster.
Increase the firing rate: As preceding.

With those options, you pickup less weapons and they get depleited faster. End result: less accumulation.

Level 14 Human Sr Code Monkey
Alignment: Chaotic
Location: lost in the evil lands, of soccer-mom piloted minivans....
Posted on November 30, 2007 at 9:05 am


A possibility: alter the weight of the various weapons.
Give more ordinary amo: More amo box = less bolt on weapons.
Reduce the weight of some problematic weapons: Those with relatively slow fire rate and large clips.

Altering weapon weights has 2 problems:
1) it changes the feel and balance of the game
2) Modifying the weight of multiple weapons tends to be counter productive because reducing one effectively increases the others.


Reduce the initial amo load of the various weapons: They get expended faster.

This is the only one out of the 3 that would help, but the problem ends up again with game play, causing the weapons to be less effective. You can increase the damage in proportion to the decrease in ammo, but it may not be a 1 to 1 thing (halving the ammo and doubling the damage will not have the same feel).


Increase the firing rate: As preceding.

This is a bad one, as increasing the ROF will increase lag, in some cases, the increase is significant (such as the wasp missles, which can freeze gameplay temporarily as it unloads).

Without an auto remove timer, the only effective thing would be a 'cleaner bot' tank which has a spewer attached the spawns goldboxes with negative ammo, which it immediately picks up. it would basically run around, picking up weapons. but since it can't discriminate between dropped weapons and spawned weapons, it would get annoying. Also, you would have to modify every map to have a cleaner bot spawn point.

Level 13 Human gamer
Alignment: True neutral
Posted on November 30, 2007 at 10:14 am

I had actually thought about making a mod where every tankgun shot a different weapon, and removing all pickups aside from super weapons and health/ammo pickups from the game...

weapon purely dependent on tank class...I kinda liked that idea. never did it though. :D

Level 14 Human Sr Code Monkey
Alignment: Chaotic
Location: lost in the evil lands, of soccer-mom piloted minivans....
Posted on November 30, 2007 at 1:17 pm

yah, thats what I did with TCTF. :wink:

Level 15 Human Jack-of-all-trades
Alignment: Chaotic good
Location: The Void
Posted on December 2, 2007 at 1:09 am

That was the theory of the Conan, big azzed bouble barrel shot, slow loading big bang with thump worth the wait.