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Rei
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17.04.2012 17:25
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1. i know how to use the gauss to avoid any selfdamage
2. it is faraway from beeing like the HL1 gauss
(and im not fussy here - its really FAR away and it seems you have no clue about HL1)
so you just read the "self damage" part in my post and neither the stuff about wrong wall gauss calculation nor the fact, that it gives way to much recoil ?
the thing about recoil is tested very easy.
but concerning wall gauss:
make a room full of headcrabs, load the gauss and shot the flat, solid ground perpendicularly. heavy area damage occurs, where it should cause no single point of damage.
now shot thin walls (and their edges) and place test objects behind them.
you will notice that the area damage is mostly (always) reflected and not refracted (like prism + lightbeam) as it should be.
so the question is - is it intended to work different from the HL1 pattern ?, is it caused by the source engine ? and could/should it be changed ?
just my 2 cents |
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