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Weapon startup time? http://45.55.195.193/viewtopic.php?f=1&t=13081 |
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Author: | MaGmA [ Wed Dec 17, 2008 11:12 pm ] |
Post subject: | Weapon startup time? |
I've seen this a few times (most recently, shooks new lightning gun) that implements weapon startup time. How would I go about recreating this? Is there some variable I missed? |
Author: | Kallemort [ Wed Dec 17, 2008 11:15 pm ] |
Post subject: | Re: Weapon startup time? |
null ammo which is followed by a tracer firing the round? Only method I know of. |
Author: | Alenth Eneil [ Wed Dec 17, 2008 11:17 pm ] |
Post subject: | Re: Weapon startup time? |
Apparently tracers don't shoot first anymore, so you can use the normal round as a null, and the tracer as the actual shot. |
Author: | MaGmA [ Wed Dec 17, 2008 11:25 pm ] |
Post subject: | Re: Weapon startup time? |
Thanks Alenth and Kallemort. I'll be sure to try that method once I get the rest of the mod functional. Edt: Since I'm a little new to modding (I mean, I can make a fully functional mod, but I still don't know some things) please correct me if I'm wrong. With this method, since the first round is a null bullet, the gun then has to wait the RateOfFire, and then it will fire the tracer, which is actually now the bullet, thus simulating startup time? And what is RTTRatio? Edit2: Nevermind that last question; Round To Tracer Ratio, should of used search first. |
Author: | Comment [ Wed Dec 17, 2008 11:54 pm ] |
Post subject: | Re: Weapon startup time? |
RateOfFire gives you the number of rounds fired per minute: If you set it to 60, one round will be fired every second, higher is faster. Play with that and the number of rounds before your tracer in order to determine how long startup is. For example, an RTTRatio of 35 and RateOfFire of 600 will take 3.5 seconds to charge. |
Author: | MaGmA [ Wed Dec 17, 2008 11:57 pm ] |
Post subject: | Re: Weapon startup time? |
Oh, thanks Comment! That seems easy enough to do |
Author: | Kallemort [ Thu Dec 18, 2008 12:02 am ] |
Post subject: | Re: Weapon startup time? |
Comment wrote: RateOfFire gives you the number of rounds fired per minute: If you set it to 60, one round will be fired every second, higher is faster. Play with that and the number of rounds before your tracer in order to determine how long startup is. For example, an RTTRatio of 35 and RateOfFire of 600 will take 3.5 seconds to charge. That is one way, I understood his question like he wanted some kind of charge-up effect. Some people (like me) don't really want to hold the firing button for too long unless it looks pretty. It's an alternative at least. |
Author: | ProjektODIN [ Thu Dec 18, 2008 3:48 pm ] |
Post subject: | Re: Weapon startup time? |
It's intended for certain weapon varieties. For example, you might be making some kind of railgun-esque weapon that needs to mimic some kind of capacitance charge. |
Author: | MaGmA [ Thu Dec 18, 2008 10:15 pm ] |
Post subject: | Re: Weapon startup time? |
I was actually making a Homing missile that needed to lock on first (Via startup time) before it launched. |
Author: | Aspect [ Fri Dec 19, 2008 6:31 am ] |
Post subject: | Re: Weapon startup time? |
sounds cool, but as kallemort said, only make it charge if it looks pretty doing it. Or maybe makes a cool noise or something. There is a spartan laser floating around that does this also. |
Author: | Duh102 [ Fri Dec 19, 2008 1:25 pm ] |
Post subject: | Re: Weapon startup time? |
Aspect wrote: There is a spartan laser floating around that does this also. AAL, and it looks particularly delicious. |
Author: | MaGmA [ Sat Dec 20, 2008 2:35 am ] |
Post subject: | Re: Weapon startup time? |
I was planning to having a cool beep beep boop sound as a lock-on. But, now for something completely different. I've got a finished G36, This rocket (Not near done), a P90 to do, and an Aug on my list. But I need some other weapon ideas. |
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