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Eliminating recoil http://45.55.195.193/viewtopic.php?f=1&t=13486 |
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Author: | deathbal101 [ Thu Jan 15, 2009 11:51 pm ] |
Post subject: | 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 |
Author: | 411570N3 [ Fri Jan 16, 2009 12:35 am ] |
Post subject: | 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... |
Author: | MaGmA [ Fri Jan 16, 2009 1:01 am ] |
Post subject: | Re: Eliminating recoil |
Yes, that is correct. It will make your weapon recoiless. |
Author: | shelleyerest [ Fri Jan 16, 2009 1:28 am ] |
Post subject: | Re: Eliminating recoil |
pretty cool idea oh and make it have a long range of view so i can shoot myself in the head |
Author: | deathbal101 [ Fri Jan 16, 2009 1:40 am ] |
Post subject: | 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 Which variable is that? |
Author: | Duh102 [ Fri Jan 16, 2009 1:45 am ] |
Post subject: | 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. |
Author: | shelleyerest [ Fri Jan 16, 2009 2:13 am ] |
Post subject: | Re: Eliminating recoil |
Duh102 wrote: long thing... ok or just change this Code: SharpLength = 125 |
Author: | deathbal101 [ Fri Jan 16, 2009 2:50 am ] |
Post subject: | Re: Eliminating recoil |
OKEY! |
Author: | numgun [ Fri Jan 16, 2009 10:48 am ] |
Post subject: | 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? |
Author: | Shook [ Fri Jan 16, 2009 1:32 pm ] |
Post subject: | 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. |
Author: | deathbal101 [ Fri Jan 16, 2009 3:04 pm ] |
Post subject: | Re: Eliminating recoil |
by 'im gonna pull a numgun' it means im gonna put an insane number after every variable |
Author: | jaybud4 [ Fri Jan 16, 2009 5:21 pm ] |
Post subject: | 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. |
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