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Author Topic: Infinite bullet shells?  (Read 2076 times)

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Offline guily6669

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Infinite bullet shells?
« on: Wednesday, February 15, 2012, 17:35:27 PM »
Hey there!

Does anyone know if it is possible to make AA to have infinite bullet shells and decals that never get erased until a new round would start (I just love seeing all that rounds flying everywhere and on the ground :)).

I would love to have this on my desktop as it's powerfull enough for that (not on the laptop though).

ps: can it be made on the armyops.ini?
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Offline Koden

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Re: Infinite bullet shells?
« Reply #1 on: Wednesday, February 15, 2012, 17:44:32 PM »
Hey there!

Does anyone know if it is possible to make AA to have infinite bullet shells and decals that never get erased until a new round would start (I just love seeing all that rounds flying everywhere and on the ground :)).

I would love to have this on my desktop as it's powerfull enough for that (not on the laptop though).

ps: can it be made on the armyops.ini?
Keep Cool

I don't recall having seen it in any .ini . May i ask what's the purpose for? They're not a great visual effect, at least imho.

Offline guily6669

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Re: Infinite bullet shells?
« Reply #2 on: Wednesday, February 15, 2012, 17:52:37 PM »
Well I do like those effects, that's also one thing that makes AA different from most games. We are near a wall, and we see rounds flying all over the place and recoiling in the walls...

And I really love to see millions of them on the ground :) Specially at bridge were people is shooting all over the place, I really loved to be able to change the limit to like a million or so  :).
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Offline Spanky

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Re: Infinite bullet shells?
« Reply #3 on: Wednesday, February 15, 2012, 18:27:56 PM »
I'm sure it's possible to alter the stay-time of projector decals and mesh emitters in AA but it would be a fair bit of research and coding to make it happen. I don't think any of us are motivated in doing something like that so it probably won't happen. If you want to research it and find a way to alter those variables, go for it and I'm sure Jonny will make it a server/client option.
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Offline BlueBlaster

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Re: Infinite bullet shells?
« Reply #4 on: Wednesday, February 15, 2012, 18:34:18 PM »
I think if you go to armyops.ini and find [Engine.LevelInfo] put DecalStayScale=100. It should look like this:
Code: [Select]
[Engine.LevelInfo]
MeshLODDetailLevel=MDL_Ultra
ShadowDetail=SHADOW_Detail
PhysicsDetailLevel=PDL_High
DecalStayScale=100



Offline guily6669

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Re: Infinite bullet shells?
« Reply #5 on: Wednesday, February 15, 2012, 19:28:00 PM »
Yeah but that way only works for decals. Bullet shells should probably be hard coded into AA...
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Offline BlueBlaster

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Re: Infinite bullet shells?
« Reply #6 on: Wednesday, February 15, 2012, 22:32:43 PM »
I have to check what class bullet shells are and I'll let you know.



Offline Go_Cat75

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Re: Infinite bullet shells?
« Reply #7 on: Friday, February 17, 2012, 10:28:20 AM »
I have to check what class bullet shells are and I'll let you know.
  im sure its the same, at least in l8r version.

Offline BlueBlaster

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Re: Infinite bullet shells?
« Reply #8 on: Friday, February 17, 2012, 17:08:18 PM »
Decals are projectors, bullet casings are probably emitters. They can never be the same. When I have time I'll look into it and let you know if you can change the lifespan with config files.



Offline Spanky

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Re: Infinite bullet shells?
« Reply #9 on: Friday, February 17, 2012, 20:53:44 PM »
I thought projectors=casings

Casings are projected from the weapon but in Unreal, projectors are what they are in real life, they project an image (texture) onto a surface. Thus projectors are only used for decals, not 3d objects. 3d objects are handled by emitters.
It's like shaving your pubes to make your junk look bigger.
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