Page 1 of 1

Using flashlight in BGPA Mission Liberation disables weapon.

Posted: Wed Jan 27, 2010 15:03
by Barry
I saw that when I played the wad BPGA Mission Liberation, that the flashlight is a very useful tool to use in the dark, but when you are using
it, it makes that you are not able to fire your weapon. I think it can only be that when using your flashlight, it is alternative firing, so
you can't fire normal and alternatively at the same time, which I can understand, but it would be very useful if you could do it in this wad, because I can't see the enemy most of the times when i am firing the weapon, because of the dark. The game says that the sector
light mode should be turned to "Doom" and that is why it is so dark, and need the flashlight in the first place. Like always, this is not a bug,
but where else should I post post it?

Re: Using flashlight in BGPA Mission Liberation disables weapon.

Posted: Wed Jan 27, 2010 15:19
by Graf Zahl
I think that's the point!

Re: Using flashlight in BGPA Mission Liberation disables weapon.

Posted: Wed Jan 27, 2010 17:44
by Enjay
Graf Zahl wrote:I think that's the point!
Precisely that.

The mod is intentionally dark at the start and that is why light globes, a portable light amp visor and the flashlight are provided. It is intentionally dark because this mod is based on a real event that happened at night.

Why does the flashlight disable firing? Two reasons, 1 technical and 1 for balance. Technical - it is an alt-fire as you guessed and you can't alt-fire and main fire at the same times. Balance - I didn't want it so that you culd just toggle the flashlight and leave it on all the time. A 20 second battery life (eg like in half life) is just silly so pressing and holding a button made sense but I don't know of a good way of doing that and not making it the alt-fire. (I tried with some inventory items but the results were not the best but to be fair, I didn't try too hard as I already had the alt-fire method working acceptably.)

It could be worse. I could have made it so that the flashlight was an entirely separate weapon and when you wanted to fire you had to switch away from the flashlight and select another weapon. But that would be really silly. Doom3, I'm looking at you. ;)

Re: Using flashlight in BGPA Mission Liberation disables weapon.

Posted: Wed Jan 27, 2010 18:13
by Barry
Aright, but then I am going to play the wad with standard light sector mode, because I can't see a thing in the dark. I am going to die the
whole time!

Re: Using flashlight in BGPA Mission Liberation disables weapon.

Posted: Wed Jan 27, 2010 22:09
by Enjay
My friend's tactic is to enable the light amp goggles, do stuff whilst he can see, hide when the goggles run out, wait for the goggles to recharge, then go again. Me, I tend to use the flashlight and flare orbs and mainly just keep running whilst looking for the flashes of the enemies firing. When they do, I home in on them and kill them. :biggrin:

Of course, it's up to you to play in which ever way gives you the most fun. If you prefer a different lighting mode, then use it.

The game gets lighter as it goes on BTW and, to be fair, there is really only 1 very dark area (with plenty of cover, health and a couple of secrets too). :)

Re: Using flashlight in BGPA Mission Liberation disables wea

Posted: Fri Jun 25, 2010 18:24
by Barry
I have just thought of something strange just now. I assume all of you already played "Doom 3", there you could use a flashlight, but then
you don't have a weapon. Now, if you all already played "Quake 4", you will see that they fixed the problem a little bit by letting you have
two weapons that have a flashlight (I think it was the pistol (that had unlimited ammunition) and the standard machine gun that almost all
of the marines in the game have) that will not fade away and will always be available for you if you turn it on. Maybe you can do the same
with some of weapons, like the lazer pistol and another weapon in the game, but you should still have the option of turning your own
flashlight on and off which you have at your disposal. This is just something that popped up in my mind, I don't know if you would agree
with this, Mr. Rowand.

Re: Using flashlight in BGPA Mission Liberation disables wea

Posted: Fri Jun 25, 2010 23:03
by Enjay
That's a reasonable suggestion and one that I have considered. It's something that I may do at some point but my ability to do anything with Doom is a bit limited ATM due to an arm injury.

Re: Using flashlight in BGPA Mission Liberation disables wea

Posted: Sat Jun 26, 2010 0:01
by Major Cooke
Enjay wrote:Technical - it is an alt-fire as you guessed and you can't alt-fire and main fire at the same times.
True, but you could make it toggleable like the sniper rifles in AEoD, only without the need for using ACS scripting. That way, it could be firing all the while the flashlight is shining.
Enjay wrote:Balance - I didn't want it so that you culd just toggle the flashlight and leave it on all the time. A 20 second battery life (eg like in half life) is just silly so pressing and holding a button made sense but I don't know of a good way of doing that and not making it the alt-fire. (I tried with some inventory items but the results were not the best but to be fair, I didn't try too hard as I already had the alt-fire method working acceptably.)
Now this you can do with a little ACS, and a little extra coding into each weapon via DECORATE, along with the keyconf file bound to a "puke ###" command... God bless Ichor and his weapon drop system. <3