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Dynamic OrientToVel? http://45.55.195.193/viewtopic.php?f=1&t=15440 |
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Author: | Sean Mirrsen [ Fri Jun 19, 2009 11:34 pm ] |
Post subject: | Dynamic OrientToVel? |
Greetings everyone. Decided to stop lurking and try to do a mod. While experimenting with increasing the lethality of the Ronin RPC, encountered this: The saw rapidly burrows through most terrain, curving to a side as it travels. I've never seen this particular tunnelling behavior yet, so I decided to keep exploring, and found that OrientToVel determines the direction of the projectile's curve. When it's lower than 1, the saw curves counter-clockwise. When it is 1, it curves clockwise. Ideally, the weapon should be shooting an AEmitter projectile with an OrientToVel tag set randomly between 0.8 and 1. Maybe even change it on the fly. My feeble experiment with setting it with lua was met with failure. Since the weapon is supposed to hold only 1 round, using tracers to switch rounds is unlikely to work, and it's not the way I'd like it to be either. Can anyone suggest a good method to make this weapon work as intended? Thanks in advance. |
Author: | Grif [ Sat Jun 20, 2009 12:28 am ] |
Post subject: | Re: Dynamic OrientToVel? |
Have it emit particles in a slightly wider spread so that it's propelled in a more random direction? |
Author: | Sean Mirrsen [ Sat Jun 20, 2009 6:29 am ] |
Post subject: | Re: Dynamic OrientToVel? |
I don't want it to decimate the landscape too much. What it currently does reminds me of Tengen Toppa Gurren Lagann, specifically the way the Lagann burrows through the ground when thrown by Gurren in the second episode. It frequently goes boomerang on the user, especially in subterranean bunkers. This does, however, give me an idea. The "digging implement" has little in terms of effect on this projectile, or so I imagine - I never altered the digging rate, and this effect only happened after I made the saw massive and gave it ludicrous acceleration. However, being an attached emitter, it should be susceptible to subtle nudges through lua. If slightly rotated, it may change the behavior of the projectile. I'll go test it. |
Author: | Geti [ Sat Jun 20, 2009 11:12 am ] |
Post subject: | Re: Dynamic OrientToVel? |
make it so it doesnt do damage to terrain, do mass based damage with the chainsaw. also, remove the blade from the actual sprite, and include it as a flash for the emitter. make the main emitter just fire propulsion particles, and up the spread on these. then just attach a damageing emitter to the flash (which would be an attachable), make the flash not hit or get hit by MOs, and as i said, use mass based damage (rather than high sharpness, high mass) to reduce terrain rape. |
Author: | Sean Mirrsen [ Sat Jun 20, 2009 11:44 am ] |
Post subject: | Re: Dynamic OrientToVel? |
It already does nothing but mass-based damage to terrain, I just checked. Completely removing the saw-particle emitter from the round did nothing to its capability. Except it bounces off dummy heads at close range. The emitter only affects damage to soft targets now. What baffles me is why does the projectile curve at all? It should be centered. If it was due to gravity, it would curve down, but it just turns around in the ground. I'll try to resprite the saw a little more, making it completely symmetrical vertically. Maybe that's what's causing it... edit: noticed another behavior difference - without the emitter, the saw bounces off flat terrain like concrete floors, at flat angles. With the emitter, it gets caught and digs into them. |
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