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 Eliminating recoil 
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Joined: Sat Dec 13, 2008 11:56 pm
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Post Eliminating recoil
How could it be done? i want to make a gun so poerful it will shred through the map several times. im gonna pull a numgun


Thu Jan 15, 2009 11:51 pm
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Post Re: Eliminating recoil
I'm pretty sure it's done by firing an emitter with low weight and velocity which in turn emits the actual bullet or gibs into it. The only recoil experienced is from firing the emitter, the uber huge shell will exert the recoil onto the emitter instead of you... I think...


Fri Jan 16, 2009 12:35 am
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Post Re: Eliminating recoil
Yes, that is correct. It will make your weapon recoiless.


Fri Jan 16, 2009 1:01 am
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Post Re: Eliminating recoil
pretty cool idea oh and make it have a long range of view so i can shoot myself in the head :bounce:


Fri Jan 16, 2009 1:28 am
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Post Re: Eliminating recoil
how could i do that?

but can you give me code template?

shelleyerest wrote:
pretty cool idea oh and make it have a long range of view so i can shoot myself in the head :bounce:


Which variable is that?


Fri Jan 16, 2009 1:40 am
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Post Re: Eliminating recoil
Here's the entire recoil control emitter I use, just change the important variables and you'll have no problems.
Code:
AddAmmo = AEmitter
   PresetName = Emit One
   Mass = 1
   OrientToVel = 1
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Base.rte/Null.bmp
   LifeTime = 1
   FrameCount = 1
   SpriteOffset = Vector
      X = 0
      Y = 0
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Dent Metal
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 2
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 1
   DeepCheck = 1
   EmissionEnabled = 1
   EmissionsIgnoreThis = 0
   BurstTriggered = 1
   AddEmission = Emission
      EmittedParticle = MOSRotating
         CopyOf = Emitted
      ParticlesPerMinute = 0
      BurstSize = 1
      Spread = 0.0
      MaxVelocity = 50
      MinVelocity = 50
      PushesEmitter = 0
   /*EmissionAngle = Matrix
      AngleDegrees = 90
   EmissionOffset = Vector
      X = 0
      Y = -10*/

The commented out sections are not needed for it to function, but I put them there in case I need them.


Fri Jan 16, 2009 1:45 am
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Post Re: Eliminating recoil
Duh102 wrote:
long thing...



ok or just change this
Code:
   SharpLength = 125


Fri Jan 16, 2009 2:13 am
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Post Re: Eliminating recoil
OKEY!


Fri Jan 16, 2009 2:50 am
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Post Re: Eliminating recoil
deathbal101 wrote:
How could it be done? i want to make a gun so poerful it will shred through the map several times. im gonna pull a numgun


What the hell is that supposed to mean?


Fri Jan 16, 2009 10:48 am
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Post Re: Eliminating recoil
I prefer to make my gun fire an instantly detonating TDExplosive, that gibs the real round. This way, the round inherits your own velocity, and it still doesn't blow you halfway to the planets core. To make it detonate instantly, remove the "TriggerDelay" variable entirely. Also, this does allow the round to skip one frame before appearing, but i have a little trick to make it look like it actually comes out of the barrel, and doesn't appear a meter in front of it: Take the velocity of the round, divide by three, round to the nearest whole number, and put that number in the "Serparation" variable. Works perfectly, as long as you don't fire more than one TDExplosive at once, which in and of itself is pretty rare, considering that you can have it gib all kinds of goodness.


Fri Jan 16, 2009 1:32 pm
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Post Re: Eliminating recoil
by 'im gonna pull a numgun' it means im gonna put an insane number after every variable


Fri Jan 16, 2009 3:04 pm
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Post Re: Eliminating recoil
shelleyerest wrote:
Duh102 wrote:
long thing...



ok or just change this
Code:
   SharpLength = 125

Um, you completely missed the point of this entire thread.
He's asking for RECOILESS FIRE, which that "long thing" provided, you're talking increased sharp length, like a sniper rifle.


Fri Jan 16, 2009 5:21 pm
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