Page 1 of 1

[not a bug]MDK: To gib or not to gib, that is the question.

Posted: Mon Jan 16, 2006 3:55
by Enjay
I'm going to assume this is [not a bug] but I thought I'd flag it up just in case it is related to a problem anywhere. It certainly hasn't caused me any problems other than a lot of confusion until I realised what was going on.

I just noticed (actually I noticed it some hours ago, but it took me ages to track down what was going on) if you ready a weapon that uses the NOEXTREMEDEATH flag, then use MDK on an enemy, the enemy will not gib like he would do normally. Switch to a normal weapon and he will, switch back and he won't etc...

Probably expected behaviour, but there you have it.

Posted: Mon Jan 16, 2006 15:55
by Cutmanmike
I think mdk uses the same properties of the weapon used (hitscan wise that is).

Posted: Mon Jan 16, 2006 18:17
by Graf Zahl
I really don't care.

Posted: Mon Jan 16, 2006 18:41
by Enjay
Cutmanmike wrote:I think mdk uses the same properties of the weapon used (hitscan wise that is).
Not quite, it doesn't use the same puff (which I thought it might). I have 2 no-extreme death weapons. One uses a puff with a normal appearance, the other has a blue coloured puff. MDK uses what looks like the normal puff with both weapons.

As for the not-bug. I suspected it wasn't but, as I said, I mentioned it just in case it was indicative of something being, I dunno, somehow cross-linked when it shouldn't be. Anyway, it's actually quite useful the way it is. I initially discovered it when trying to use mdk to test some extreme death animations for new decorate monsters. Now that I know what's going on I can easily switch between an mdk that will show me regular and normal deaths.