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 Actually working Silencers? 
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Joined: Mon Mar 15, 2010 11:46 pm
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Post Actually working Silencers?
So after nosing around a bit, I found a few posts that explained how silencers work.

Unfortunately, I have no bleedin' idea what it all meant as there was no example script to be found anywhere.


Anybody got something like that? Or some other way to explain it?


You see, I was fumbling around, trying to study from DStech? (Darktech? I dunno) 's silenced weapons, but they are broken in game on my end, just don't work at all, so I figured I'd need something/somebody else to explain it to me x.x


Fri Apr 02, 2010 1:23 pm
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Post Re: Actually working Silencers?
You mean Darkstorm.
Also, it was concluded to be impossible, by extensive discussion between some of our forum's greatest.


Fri Apr 02, 2010 1:28 pm
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Post Re: Actually working Silencers?
Yet Darkstorm, despite them operating strangely, does manage to fire off silenced rounds which don't alert the other actors.

Is it me, or does the enemy only get alerted if one presses the left mouse button/fire button?... O.o; it just acts really weird.


Fri Apr 02, 2010 4:05 pm
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Post Re: Actually working Silencers?
Actors are alerted to any instance of the fire button being pressed.
The alt-fire mode thing just spawns the particles, so it works apparently.
Short answer is to just spawn the particles in thin air, using any input apart from the firing key.


Fri Apr 02, 2010 4:09 pm
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Post Re: Actually working Silencers?
HeldDevice? Like a shield except it spawns particles with Lua?


Fri Apr 02, 2010 4:50 pm
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Post Re: Actually working Silencers?
That might work, I guess.
If enemies aren't alerted when you press fire with a shield out then yes.


Fri Apr 02, 2010 4:59 pm
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Post Re: Actually working Silencers?
So... how would one make an alt fire which is independent per character?
Like assign a weapon to respond to a certain key-press key-release?

Else ya'd need to have a special character just for that.


Kind of lame to get shot in the back of the head from the other side of the damn tunnel for punching/stabbing/kicking someone, of which neither was aware of your location.


For some reason, I did notice the chaingun (The one with the SPINUP ANIMATION?) doesn't ALWAYS attract attention when fired O.o


Fri Apr 02, 2010 7:33 pm
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Post Re: Actually working Silencers?
That's because they just alert when a weapon is first fired, autimatic weapons are like that too i think.


Fri Apr 02, 2010 7:55 pm
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Post Re: Actually working Silencers?
Don't think there's some sort of workaround here, right?
I noticed that when I fire the chaingun, chars around me don't recognize me, but the ones further away do.

That's odd ain't it?


Fri Apr 02, 2010 8:13 pm
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Post Re: Actually working Silencers?
Wait, so a weapon with a long (in years) spinup would not attract AI attention?
If that's true, you can then just watch for the button click in Lua, and let the ini-coded gun "spin up" forever.
Then, after firing, force the gun to reload, thus persevering the simulation of firing.


Fri Apr 02, 2010 8:16 pm
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Post Re: Actually working Silencers?
PhantomAGN wrote:
Wait, so a weapon with a long (in years) spinup would not attract AI attention?
If that's true, you can then just watch for the button click in Lua, and let the ini-coded gun "spin up" forever.
Then, after firing, force the gun to reload, thus persevering the simulation of firing.



Technically speaking, it doesn't attract attention if you are firing while going into the area where they can hear you.
Untill you reload or empty your weapon, then they do turn around.


Fri Apr 02, 2010 8:26 pm
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Post Re: Actually working Silencers?
Starting the spinup attracts their attention.
Well, to be more exact, the initial press of the fire button (okay, setting of the actor's state to firing) is what gets their attention. So assuming actors don't pay attention when you try to fire wielding a shield then you could make a weapon with entirely Lua handled firing and reloading and it would work as a silenced weapon.


Sat Apr 03, 2010 5:01 am
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Post Re: Actually working Silencers?
Assuming the shooting state triggers the actors' attention, why not use the Lua function to fire the gun? I don't know the name of the function but I know someone has used it. Another key would have to be used (sorry mouse users) but the firing state would not be thrown. The gun firing in the AI is a result of the state being the firing state, which then triggers the function to fire the gun. At least, I think it's that way. If so, the firing state should not be given if only calling the function to shoot.

Another way is to force and idle state when the firing state is detected, but by this time it may be too late.

(This is all assuming it's the state that triggers things, but I swear I've seen them turn with exclamation marks towards craft parts that flew into a nearby surface beside them)


Mon Apr 05, 2010 5:22 am
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Post Re: Actually working Silencers?
They also pay attention to a variety of other things.


Mon Apr 05, 2010 5:40 am
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Post Re: Actually working Silencers?
Well then, I think the "fire a particle using a non-standard key" is the only reasonably good way to do this.
I've been thinking about sniping methods recently, actually.
If you have a gun that has one round and an attached emitter that is scripted, then you can detect SharpAim. From there, you could use glows spawned on the end of the SharpAim cursor to indicate a timer (simulating taking aim I guess) and then fire after a certain period of aiming time. To cancel, you would just press the pie menu activation key, which cancels sharpaiming naturally.

You still need to deal with the reload, however.


Mon Apr 05, 2010 4:26 pm
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