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The Chairman
Joined: Sat Oct 22, 2011 8:07 pm Posts: 149
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Re: -The Warring Empires- (Definite WIP)
You're welcome. I'm glad to see this can actually be used for something. What exactly do you mean with "more of a spray"? A glob with more spread, or a stream?
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Sat Dec 03, 2011 8:51 pm |
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Yuzazi
Joined: Sat Sep 03, 2011 1:13 am Posts: 87 Location: Arizona
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Re: -The Warring Empires- (Definite WIP)
A glob with more spread since it just comes out like a hose. The Venom Rifle will fire it like a shotgun.
Also, is it supposed to not chew through concrete/metal?
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Sat Dec 03, 2011 9:07 pm |
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The Chairman
Joined: Sat Oct 22, 2011 8:07 pm Posts: 149
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Re: -The Warring Empires- (Definite WIP)
Yes, I wanted to make it very strong against actors(GibWoundLimit!), but weak against terrain. Increasing the mass and sharpness should suffice. Since it currently is fired in a way that makes it come down from above, I set the Separation(vertical spread) to a high value. You probably want it to be fired in a wide cone? EDIT: Now it does more damage to terrain and is fired in a wider cone.
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Sat Dec 03, 2011 9:10 pm |
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Yuzazi
Joined: Sat Sep 03, 2011 1:13 am Posts: 87 Location: Arizona
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Re: -The Warring Empires- (Definite WIP)
A wide code, yes please.
This will be very handy. I also like how it doesn't effect hard terrain, so I must say, this is a great script for acid. Maybe one of the best I've seen.
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Sat Dec 03, 2011 9:33 pm |
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The Chairman
Joined: Sat Oct 22, 2011 8:07 pm Posts: 149
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Re: -The Warring Empires- (Definite WIP)
So you like how it doesn't do much damage to terrain? I'll change that back. EDIT: Done. EDIT2: Did some more tweaking. Since I wasn't certain whether you want it to be able to chew through concrete, I made one that does, and one that doesn't.
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Sat Dec 03, 2011 9:34 pm |
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Yuzazi
Joined: Sat Sep 03, 2011 1:13 am Posts: 87 Location: Arizona
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Re: -The Warring Empires- (Definite WIP)
Ha ha, even better than before. The script where it can affect concrete is the best. I've also gotten Asklar to make it stock to actors and throw in burning effects.
You have talent, Chaiman, and for that I thank you.
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Mon Dec 05, 2011 8:19 pm |
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The Chairman
Joined: Sat Oct 22, 2011 8:07 pm Posts: 149
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Re: -The Warring Empires- (Definite WIP)
Yuzazi wrote: ...I've also gotten Asklar to make it stock to actors and throw in burning effects... Awesome! I figure this will be used for the poisoned needles? A question to Asklar: could the acid rounds for the MALR be done by casting a rather short ray(4 pixels maybe?) and then, if an actor is detected by the ray, adding some acid MOPixels at the position of the original bullet and subsequently deleting the latter?
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Mon Dec 05, 2011 9:23 pm |
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The Chairman
Joined: Sat Oct 22, 2011 8:07 pm Posts: 149
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Re: -The Warring Empires- (Definite WIP)
Maybe like this: Code: function Update(self) self.Ray = CastNotMaterialRay(self.Pos, Vector(4,0), 3, 0, checkMOs = true); --no documentation about if self.Ray >= 0: --the argument [Vector &result] !!! acid = CreateMOPixel("Acid MOPixel"); acid2 = CreateMOPixel("Acid MOPixel"); acid.Pos = self.Pos; acid2.Pos = (self.Pos - (1, 1)); --does that work? acid.Vel = self.Vel; acid2.Vel = self.Vel; MovableMan:AddMOPixel(acid); MovableMan:AddMOPixel(acid2); end end I am currently using my laptop which hasn't got CC installed, so I can't try it. EDIT: Oops... Sorry for the double post!
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Mon Dec 05, 2011 9:51 pm |
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Yuzazi
Joined: Sat Sep 03, 2011 1:13 am Posts: 87 Location: Arizona
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Re: -The Warring Empires- (Definite WIP)
Yes, this will be used for the secondary fire on the Venom Rifle and for the acid rounds on the MALR.
I'm about to start work on a batch of Reptilicus weapons. The TestWeapons will be updated later.
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Mon Dec 05, 2011 10:08 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: -The Warring Empires- (Definite WIP)
The Chairman wrote: Yuzazi wrote: ...I've also gotten Asklar to make it stock to actors and throw in burning effects... Awesome! I figure this will be used for the poisoned needles? A question to Asklar: could the acid rounds for the MALR be done by casting a rather short ray(4 pixels maybe?) and then, if an actor is detected by the ray, adding some acid MOPixels at the position of the original bullet and subsequently deleting the latter? What what what? I didn't get much what you wanted to do. You want the particle fired generate a short ray, and if the actor is detected create some damaging pixels?
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Mon Dec 05, 2011 11:39 pm |
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The Chairman
Joined: Sat Oct 22, 2011 8:07 pm Posts: 149
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Re: -The Warring Empires- (Definite WIP)
Exactly.
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Tue Dec 06, 2011 4:16 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: -The Warring Empires- (Definite WIP)
Well, in that case, CastMORay would be much better. The Chairman wrote: Code: function Update(self) self.Ray = CastMORay(self.Pos, Vector(5,0):AbsRotateTo(self.Vel), self.ID, 0, false,0) if self.Ray ~= 255 then acid = CreateMOPixel("Acid MOPixel"); acid2 = CreateMOPixel("Acid MOPixel"); acid.Pos = self.Pos; acid2.Pos = self.Pos - Vector(1,0):AbsRotateTo(self.Vel) acid.Vel = self.Vel; acid2.Vel = self.Vel; MovableMan:AddMOPixel(acid); MovableMan:AddMOPixel(acid2); end end With this changes it should work better. I'm using AbsRotateTo instead of RadRotate since I suppose we are using MOPixels and they don't have RotAngle. Or do they? Anyway, it should work with the correct PresetNames and stuff.
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Tue Dec 06, 2011 6:16 pm |
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Yuzazi
Joined: Sat Sep 03, 2011 1:13 am Posts: 87 Location: Arizona
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Re: -The Warring Empires- (Definite WIP)
Right, here are some of the other Reptilicus weapons. The shield hasn't been included since I can't find the error in it.
Offsets are pretty strange on it, so, if anybody spots some crazy hands on the actor, feel free to edit the offsets.
I borrowed some code from a few other mods. (Thanks, Gotcha! and Kettenkrad.)
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Wed Dec 07, 2011 2:45 pm |
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