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 Mass Based Weapons 
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Joined: Sun Aug 09, 2009 9:26 am
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Post Mass Based Weapons
Ok, I am thinking of adding a mass based weapon to my mod, and I could use guidance. FIrst off, is it correct that a mass based weapon is based more on mass and speed than the sharpness of an object? And what obstacles face this type of production? (any links to wiki pages that have mass weapon info would be nice, search turned up 0 results)


Sat Aug 15, 2009 7:23 am
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Post Re: Mass Based Weapons
By mass based weapon, you mean it is based more upon something heavy speeding into your face rather than something sharp?


Sat Aug 15, 2009 7:38 am
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Post Re: Mass Based Weapons
The one problem you will have is how to fire the thing without blowing your arms (and likely the rest of you) off. This can be overcome with AEmitters, TDExplosives, and Sparkle Magic.

Take a look at Shook's pack o stuff and my pack of stuff, between the two of us we cover all three.

I know in mine I use AEmitters extensively, and perhaps exclusively. For Shook, his Slammer series uses TDExplosives, iirc, and the Serious Cannon uses Lua.


Sat Aug 15, 2009 7:44 am
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Post Re: Mass Based Weapons
Actually, the Slammers fire the bullet directly, but else you're right. All methods have their pros and cons, so you might want to think a little about which method you'll use. Let's list them down, just because i'm bored:

- The TDExplosive method, which involves firing an instantly detonating TDExplosive, which then gibs into the required shot. This allows you to fire exceedingly heavy shots with very little recoil, and the shot generally behaves as if you shot it directly from the weapon. However, the shot appears one frame after the actual shot, meaning that it'll be displaced from the guns muzzle. Also, if the TDExplosive is obstructed by anything, weird ♥♥♥♥ happens.

- The AEmitter method, which involves firing an AEmitter at 0 speed, which then subsequently fires the actual shot. Once again it allows you to fire otherwise suicidial rounds, as well as add some pretty firing effects easily, but it makes the shot unable to inherit your own speed, meaning that you could shoot yourself if you were travelling faster than the bullet. It also behaves oddly if you fire forwards while travelling backwards. Unlike the TDExplosive, however, point-blanking things is still fully effective.

- And the Lua method, which uses Lua to make an otherwise light round into a heavy round after you've fired it. The only weird thing i've seen so far, is that people can get hit by the round before it becomes heavy, resulting in a greatly reduced impact. Especially when the difference is 970 kg.

As Duh said, you can find examples of all three in the two packs.

TL;DR: Choose method carefully.


Sat Aug 15, 2009 6:02 pm
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Post Re: Mass Based Weapons
Shook wrote:
- The TDExplosive method

I don't know if it was just my poor coding, but I noticed that the TDExplosive method had decreased accuracy. Not by a lot, but for snipers this was unacceptable. The wanted round would deviate by maybe a half of a degree.
I have not personally tried the Lua method, but I know for a fact that the AEmitter method does not have the deviation, and I would expect the Lua method to work perfectly as well.


Sat Aug 15, 2009 8:31 pm
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Post Re: Mass Based Weapons
Alright, thanks for the replies, I'm gonna take a look at the packs you posted. ^.^


Sat Aug 15, 2009 9:21 pm
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Post Re: Mass Based Weapons
Just one thing I want to add a bigger projectile has a harder time penetrating so you can make it not dig into the ground so much if you want

Ex. a 3x4 projectile has an easyer time penetrating than a 12x34 projectile

(in addition to editing sharpness)

I attached a file of the COalition.rte Its the build 23 version with a editted build 22 revolver cannon its the best example of a mass based weapon I could think of... play around with it before you make a big project its good for testing ideas and such

Hope it helps :grin:


Attachments:
File comment: Heres the Coalition file with the Example revovler cannon
Coalition.rte.rar [1.5 MiB]
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Sun Aug 16, 2009 7:40 am
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