Talk:Buildable:Dispenser

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Revision as of 17:06, 31 December 2007 by Phisionary (talk | contribs)
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Finding Answers

A few things to try:

  • A: developer 1 in TFC, then twat the dispenser with the spanner constantly to see the ammo levels go up, then monitor the levels to get the rates.
  • B: (ted_maul): it does this (ted_maul): Z = (X * 1.5) + Y + 25 (ted_maul): if(Z > 250) Z = 250. X is probably Rockets and Z is probably Cells (or vice-versa).

The empty dispenser is basically all empty.

Unknown Questions

  • At what speed does the contents of the dispenser grow?
  • Is it linear or exponential? (i.e. does putting more in the dispenser cause it to produce ammo & armour even faster)
  • Are we going to allow players to spend more cells when building the Dispenser (as with TFC) to give a greater amount of initial contents?
  • Does the damage caused by the Dispenser grow with the contents and have a strict relationship with each ammo type? (I.e. One cell does 1 damage, One nail does 1 damage, One rocket does 4 damage and so forth). We will have to juggle this to account for the new tracer ammo (or just make it non-explosive).
  • Does the armour amount contribute to the blast's damage?

--Defrag

Like the SG, I was thinking about an ideal dispenser location guide for each map. I've noticed that in TF2 and TFC, people appreciate a dispenser, even if they haven't asked for one. --Hirohito 08:23, 31 December 2007 (CST)

Initial Ammo

Someone should check and find out. Isn't it zero though? --Phisionary 18:06, 31 December 2007 (CST)