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.