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 Railgun 
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Joined: Thu Dec 13, 2007 1:53 am
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Post Railgun
So I'm trying to make a railgun. I'd like to have the muzzle velocity 5.8 km/s. Is that even possible? I tried with a handheld weapon and the bullet didn't even appear, it just turned my actor to pulp. Any advice?


Mon Aug 10, 2009 10:08 pm
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Post Re: Railgun
I think you should make a tracer that moves slower so you can see the trajectory of a bullet.


Mon Aug 10, 2009 10:10 pm
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Post Re: Railgun
if the bullet didn't appear and it exploded your actor, its because Mass*velocity, also gets exerted on the person wielding the gun. thats probably what happened. go to the wiki, and start reading, furthermore, read all the files in base.rte, Coalition.rte, dummies.rte and Ronin.rte.

Try again when you have some basic modding knowledge, as this is an obvious problem.


Mon Aug 10, 2009 10:33 pm
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Post Re: Railgun
Yeah, I know that. I'm not worried about my actor, I just want to know where my bullet is.


Mon Aug 10, 2009 10:38 pm
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Post Re: Railgun
Maxables wrote:
Yeah, I know that. I'm not worried about my actor, I just want to know where my bullet is.


you have a force, which is Mass * velocity. If to much of that force is exerted onto your actor, the bullet will not move, and there for, does not get created. Its supposed to be that, the person, and the gun, must weigh less than the bullet, as the velocity increases, the force increases, Eventually you can add enough force, that the bullet exerts EQUAL FORCE to the wielder, at which point, the wielder goes back with half that force, and the bullet goes the other way with half the force.

If the amount of force (mass*velocity in, i dunno the exact conversion) is Greater than the mass of the actor, than the ACTOR is propelled, and the bullet is not. It went from a gun firing a bullet, to a gun, thats actually a rocket, the bullet stays and the gun goes. In CC if this happens, it simply doesn't create the bullet.

However, if your absolutely certain that the bullet did in fact fire, Try shooting Directly into a wall. If there is no damage to the wall, there was no bullet. simple as that.

2 ways to solve this problem right off the top of my head, is to make a Light weight, Null-sprited TDE that explodes with 0 velocity, INTO your real ammo, with InheritesVelocity = 1

The other is to make the gun create a light weight AEmitter, which emits your bullet ONCE. This will reduce the kickback as needed, AND ensure that a projectile of ANY MASS travels at ANY VELOCITY you want, while ensuring that it exists... The problem is that with this method, the actors velocity is applied to the TDE or AEmitter, which changes the trajectory of the bullet ALOT MORE than it should.


So in short, your bullet didn't exist because you exploded, you have failed, actually look at other weapons that do the same. One good example is the Revolver Cannon, it is a high mass Projectile, with a lower kickback than it should have... Read how that works.


Mon Aug 10, 2009 10:47 pm
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Post Re: Railgun
Whoa whoa, okay okay! I understand now! Yeesh

Funny thing, the revolver cannon is what I'm using to experiment with


Mon Aug 10, 2009 11:24 pm
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Post Re: Railgun
...I'd recommend the Heavy Sniper Rifle as a template.


Mon Aug 10, 2009 11:28 pm
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Post Re: Railgun
Maybe I could make the TDE look like a discarded sabot...


Mon Aug 10, 2009 11:32 pm
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Post Re: Railgun
Maxables wrote:
Maybe I could make the TDE look like a discarded sabot...


yeah, it would look like the sabot, and then when it explodes it would make A) the ammo and B) the sabot pieces. its been done, another way is to have an AEmitter, emit the ammo at one speed, and the sabot at another, and even smoke. again, its been done. another way is to use Lua on the ammo to make it do different things like act like its heavier or some crap, but thats hard to do.

but yes, its already been done, i can think of several examples.


Tue Aug 11, 2009 6:58 am
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