theallian wrote:Would it be possible to remove the stun after you fall, which stops you from moving at full speed for a second, as it is quite annoying, and most times forgetting it would happen, I would attempt to do that jump/bounce at quarter speed which fails miserably
Also would removing the knife lunge be plausible (I know it can be done, as it is removed in Promod), as some people are taking advantage of it to do difficult jumps by having one person stand near the edge of the destination of the jump and the jumper would knife and lunge towards the destination.
Finally, why do the perks only function on one team (Marines/Opfor)? I select a team and see if Sleight Of Hand is functioning, and if not I switch to the other team and the perks will function. It's not necessarily Marines/Opfor that always get the perks.
In order:
The slowing seems hard coded into the damage, there are way of removing it by playing with the damage, but that would effect other things. As it stands, this is again, another way to slow people down and stopping them from continuously jumping without allowing others a turn. (Private, use god mode).
I thought I had removed the lunge? If I haven't I will for next compile (I may have only done it in the WaW mod)
The perks are mod coded. Upon spawning, all players are stripped of the perks given by class and replaced with the 3 main ones (quick reload for RPG, juggernaut for health and extreme conditioning for running) [Admins also get silent run, because they are ninjas!].
The team should not affect the perks you receive as this is coded into the spawn function and is not affected by neither team nor class.