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How to set kickback for a gun?
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Author:  chilichickenionator [ Mon Mar 16, 2009 4:26 pm ]
Post subject:  How to set kickback for a gun?

How can i set kickback for my edited rifle, it's way too big. (ronin riflelong)
thanks in advance.

Author:  mrah [ Mon Mar 16, 2009 5:36 pm ]
Post subject:  Re: How to set kickback for a gun?

the recoil is determined by the mass of the bullet and the velocity which it's fired at =)

Author:  chilichickenionator [ Mon Mar 16, 2009 6:36 pm ]
Post subject:  Re: How to set kickback for a gun?

So it's impossible to make a blowtheheadoffmaxvelocitynorecoilgun? =( oh well.. that makes it balanced

Author:  Duh102 [ Mon Mar 16, 2009 8:18 pm ]
Post subject:  Re: How to set kickback for a gun?

chilichickenionator wrote:
So it's impossible to make a blowtheheadoffmaxvelocitynorecoilgun?

Incorrect. There are a few ways of defeating recoil. There are the old ways, two of which I know (using TDExplosives and shells), and the new way, which is nicer and more accurate. Simply copy the emitter defined in the file attached and modify it to emit your projectile, then have your gun fire the emitter instead.
Attachment:
recoilcontrol.zip

Author:  chilichickenionator [ Mon Mar 16, 2009 8:54 pm ]
Post subject:  Re: How to set kickback for a gun?

well i tried that some way... umm... it still recoiled my soldier to the grave. ill just drop my mass/velocity, ill get it someday.. =)

Author:  FoboslC [ Mon Mar 16, 2009 10:39 pm ]
Post subject:  Re: How to set kickback for a gun?

Actually, check Coalition Heavy Sniper Rifle. It have some very intresting pieces of code in it.

Author:  Spiritlol [ Tue Mar 24, 2009 12:16 am ]
Post subject:  Re: How to set kickback for a gun?

Look at the Revolver Cannon's script. It has a round named "revolver cannon recoil skip" or something near that.

Author:  Solace [ Tue Mar 24, 2009 12:21 am ]
Post subject:  Re: How to set kickback for a gun?

Well, if you're looking to blow someone's head off with MOPixels, higher mass and velocity may not even be the way to go. When getting hit by one, the actor just checks to see if it is nor is not wounded, all the extra mass does it to possibly create an exit wound (and continuing projectile). So, if you want to shoot someone and have it do extra damage, instead of making the bullet heavier or sharper, you have to shoot more bullets, which is what the snipers do. It looks like one, but it's really shooting like 5-10 bullets that overlap.

Author:  GopherLemming [ Tue Mar 24, 2009 10:31 am ]
Post subject:  Re: How to set kickback for a gun?

Solace wrote:
When getting hit by one, the actor just checks to see if it is nor is not wounded, all the extra mass does it to possibly create an exit wound (and continuing projectile).


I was under the impression that mass and velocity is how the momentum induced in the hit object is calculated, In which case a heavier projectile would make the head explode from an exceeded GibImpulseLimit.

I admit that a fast, heavy/sharp MOPixel isn't a good idea unless you tweak other characteristics to avoid terrain destruction though.

Author:  Solace [ Tue Mar 24, 2009 5:06 pm ]
Post subject:  Re: How to set kickback for a gun?

Mm, well... if you lowered the sharpness so it didn't cause a wound, then it could exceed the gibimpulselimit and pop the head off that way. Not sure if a sharp thing transfers momentum as well...

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