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robolee
Joined: Fri May 11, 2007 4:30 pm Posts: 1040 Location: England
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Re: The next generation of lightning guns.
This is gonna create an impulse on an actor and make the actor flip out and start aiming erattically, right? (predictable, but also the best electric shock effect)
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Mon Jun 22, 2009 5:16 pm |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: The next generation of lightning guns.
LowestFormOfWit wrote: I really don't have a problem spriting multiple electric arcing bolts for the muzzle flash, unless you guys wanted this thing to use coding to jump between targets like chain lighting or something. Yeah, I think doing a coded random thing would probably be: A- Ridiculously complicated. B- Probably too hard on the computer, it'd cause lag unless you could figure out a way to draw lines in-game without using particles. Chain-lightning would be cool. Just make it shoot the stream at the nearest non-firing actor, and then have it jump to the nearest non-firing actor, and maybe once more, reducing damage all the way. And make it do health damage only, that would be cool.
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Tue Jun 23, 2009 4:10 am |
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Polymorph
Joined: Thu Apr 23, 2009 11:28 pm Posts: 21
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Re: The next generation of lightning guns.
Winterous wrote: B- Probably too hard on the computer, it'd cause lag unless you could figure out a way to draw lines in-game without using particles. Couldn't you just use trails?
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Tue Jun 23, 2009 4:25 am |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: The next generation of lightning guns.
Polymorph wrote: Winterous wrote: B- Probably too hard on the computer, it'd cause lag unless you could figure out a way to draw lines in-game without using particles. Couldn't you just use trails? ........... Silence <_< Probably.
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Tue Jun 23, 2009 4:26 am |
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IceSilver
Joined: Fri May 29, 2009 10:53 am Posts: 117
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Re: The next generation of lightning guns.
This looks like a hand held Red Alert 1 Tesla Coil... Now all we need is a Tesla Coil Tower, and have this gun charge it up
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Tue Jun 23, 2009 12:42 pm |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: The next generation of lightning guns.
IceSilver wrote: This looks like a hand held Red Alert 1 Tesla Coil... Now all we need is a Tesla Coil Tower, and have this gun charge it up Oh god that reminded me of link-gun chains in UT2004. Each Link-Gun (ie: pulse rifle from the original UT) would use a beam to link to another, and that added your one's power to theirs. So if you got 10 linked to 1, they did 10 times the damage and almost insta-gibbed vehicles :S
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Tue Jun 23, 2009 12:49 pm |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: The next generation of lightning guns.
Winterous wrote: Oh god that reminded me of link-gun chains in UT2004.
Each Link-Gun (ie: pulse rifle from the original UT) would use a beam to link to another, and that added your one's power to theirs. So if you got 10 linked to 1, they did 10 times the damage and almost insta-gibbed vehicles :S Reminds me of Allied Prism Towers. Does this mean we're gonna see some Red Alert mod sometime soon?
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Wed Jun 24, 2009 3:13 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: The next generation of lightning guns.
I actually was planning on a Tesla Tower-esque Bunker Module for defense.
As soon as I can get Facing Worlds in a release-worthy state, I'll pay more attention to this gun.
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Wed Jun 24, 2009 7:26 am |
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lafe
Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
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Re: The next generation of lightning guns.
numgun wrote: Wow, that sprite looks much better than the old one. Also judging by the end of the animation, the lightning wont be just a blast, but it will keep emitting lightning for a second? Atleast thats what the animation would look like its doing. LowestFormOfWit wrote: It will be a hold fire to charge, and will discharge automatically after it gets to a certain point. Funny, I'm doing a weapon that does the exact same. Its fires a dense laser blast. Dunno about you, but my gun will reset the shot if the user releases the trigger before it can get to the full charge. I just made one like that for the outcast faction; the violet laser. (photon cannon)
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Thu Jun 25, 2009 1:18 am |
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ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
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Re: The next generation of lightning guns.
That's great, how about you not come into someone else's thread and plus your ♥♥♥♥ mods? :D:D:D
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Thu Jun 25, 2009 3:23 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: The next generation of lightning guns.
you can draw lines ingame with frameman, i just dont know if we can access bitmaps properly yet. you could just use MOPixels and MOSParticles anyway, with some node objects coordinating movement.
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Thu Jun 25, 2009 7:16 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: The next generation of lightning guns.
Nope, no bitmap objects.
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Thu Jun 25, 2009 7:21 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: The next generation of lightning guns.
sigh, nodes it is then. so much crappier.
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Thu Jun 25, 2009 7:30 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: The next generation of lightning guns.
Eh, Data should get some stuff fixed with the lua functions, the system seems half arsed(documentation could be much improved).
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Thu Jun 25, 2009 7:33 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: The next generation of lightning guns.
mail2345 wrote: Eh, Data should get some stuff fixed with the lua functions, the system seems half arsed(documentation could be much improved). From what I've heard, the documentation is generated from Data's comments within the code, which is why sometimes arguments don't match and ♥♥♥♥ is overall weird.
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Thu Jun 25, 2009 7:35 am |
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