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deathbal101
Joined: Sat Dec 13, 2008 11:56 pm Posts: 206
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Eliminating recoil
How could it be done? i want to make a gun so poerful it will shred through the map several times. im gonna pull a numgun
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Thu Jan 15, 2009 11:51 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Eliminating recoil
I'm pretty sure it's done by firing an emitter with low weight and velocity which in turn emits the actual bullet or gibs into it. The only recoil experienced is from firing the emitter, the uber huge shell will exert the recoil onto the emitter instead of you... I think...
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Fri Jan 16, 2009 12:35 am |
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MaGmA
Joined: Fri Mar 21, 2008 4:09 am Posts: 65
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Re: Eliminating recoil
Yes, that is correct. It will make your weapon recoiless.
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Fri Jan 16, 2009 1:01 am |
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shelleyerest
Joined: Thu Jan 15, 2009 7:41 pm Posts: 52
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Re: Eliminating recoil
pretty cool idea oh and make it have a long range of view so i can shoot myself in the head
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Fri Jan 16, 2009 1:28 am |
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deathbal101
Joined: Sat Dec 13, 2008 11:56 pm Posts: 206
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Re: Eliminating recoil
how could i do that? but can you give me code template? shelleyerest wrote: pretty cool idea oh and make it have a long range of view so i can shoot myself in the head Which variable is that?
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Fri Jan 16, 2009 1:40 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Eliminating recoil
Here's the entire recoil control emitter I use, just change the important variables and you'll have no problems. Code: AddAmmo = AEmitter PresetName = Emit One Mass = 1 OrientToVel = 1 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Base.rte/Null.bmp LifeTime = 1 FrameCount = 1 SpriteOffset = Vector X = 0 Y = 0 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 1 DeepCheck = 1 EmissionEnabled = 1 EmissionsIgnoreThis = 0 BurstTriggered = 1 AddEmission = Emission EmittedParticle = MOSRotating CopyOf = Emitted ParticlesPerMinute = 0 BurstSize = 1 Spread = 0.0 MaxVelocity = 50 MinVelocity = 50 PushesEmitter = 0 /*EmissionAngle = Matrix AngleDegrees = 90 EmissionOffset = Vector X = 0 Y = -10*/ The commented out sections are not needed for it to function, but I put them there in case I need them.
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Fri Jan 16, 2009 1:45 am |
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shelleyerest
Joined: Thu Jan 15, 2009 7:41 pm Posts: 52
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Re: Eliminating recoil
Duh102 wrote: long thing... ok or just change this
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Fri Jan 16, 2009 2:13 am |
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deathbal101
Joined: Sat Dec 13, 2008 11:56 pm Posts: 206
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Re: Eliminating recoil
OKEY!
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Fri Jan 16, 2009 2:50 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Eliminating recoil
deathbal101 wrote: How could it be done? i want to make a gun so poerful it will shred through the map several times. im gonna pull a numgun What the hell is that supposed to mean?
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Fri Jan 16, 2009 10:48 am |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: Eliminating recoil
I prefer to make my gun fire an instantly detonating TDExplosive, that gibs the real round. This way, the round inherits your own velocity, and it still doesn't blow you halfway to the planets core. To make it detonate instantly, remove the "TriggerDelay" variable entirely. Also, this does allow the round to skip one frame before appearing, but i have a little trick to make it look like it actually comes out of the barrel, and doesn't appear a meter in front of it: Take the velocity of the round, divide by three, round to the nearest whole number, and put that number in the "Serparation" variable. Works perfectly, as long as you don't fire more than one TDExplosive at once, which in and of itself is pretty rare, considering that you can have it gib all kinds of goodness.
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Fri Jan 16, 2009 1:32 pm |
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deathbal101
Joined: Sat Dec 13, 2008 11:56 pm Posts: 206
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Re: Eliminating recoil
by 'im gonna pull a numgun' it means im gonna put an insane number after every variable
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Fri Jan 16, 2009 3:04 pm |
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jaybud4
Joined: Tue Oct 24, 2006 10:07 pm Posts: 511 Location: ☼The Infinite World☼
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Re: Eliminating recoil
shelleyerest wrote: Duh102 wrote: long thing... ok or just change this Um, you completely missed the point of this entire thread. He's asking for RECOILESS FIRE, which that "long thing" provided, you're talking increased sharp length, like a sniper rifle.
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Fri Jan 16, 2009 5:21 pm |
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