Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Shotgun Shenanigans [SOLVED/FIXED]
I'm trying to figure out how best to make a shotgun that can switch between slug and buckshot rounds. One or the other and ammo switching are no problem, but there are one or two obvious issues with having both at the same time, like shot scattering.
I haven't experimented much with the idea yet and whilst I'm fine with adjusting existing stuff, I'm no good at working from scratch. I'm looking for suggestions/advice on how to do it as simply and effectively as possible.
Getting the feeling I'm overlooking a really simple solution. Any pointers?
Ed: All done here, see further down for how I managed it.
Last edited by Arcalane on Sat Nov 19, 2011 10:44 pm, edited 2 times in total.
I think he means he wants it to be able to fire slugs or buckshot, which won't work when using the normal shotgun method because that will make slugs scatter all over the place like buckshot. You need to shoot an emitter which emits when it leaves the barrel, and then shoots the buckshot. You can keep the slugs as they are right now.
Wed Nov 16, 2011 4:08 pm
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
That doesn't really help me. I already know how to do ammo swapping - that's trivial. The method in that thread is also an incredibly hacky way around the problem, even if it would solve it. I'd rather avoid making this any more complicated than it needs to be.
Now, AEmitters... initial tests are looking good, only making one wave of shots as it should be... as long as I shoot right. If I shoot left, it just hits the shotgun. Probably missing something stupid here. If I remove the EmissionAngle, shots hit the shotgun regardless of which direction I'm aiming in and regardless of the OrientToVel setting.
Ed: Now it's just being a pain in the arse.
Wed Nov 16, 2011 6:24 pm
Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
Re: Shotgun Shenanigans
It can't be easier:
If you want to switch between "ammo=devices" , use cavecricket template or mehman method. If you want everything is shot in the same magazine, grab coalition heavy sniper Aemitter tweak the variables and stop whining.
Wed Nov 16, 2011 7:51 pm
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Re: Shotgun Shenanigans
's all fixed now. CC/Mehman/Coalition HSR offered no insights into the problem at all, turns out removing a couple of lines was enough to work for the time being.
Wed Nov 16, 2011 8:21 pm
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Shotgun Shenanigans [SOLVED/FIXED]
Oh, Arcalane, post the AEmitter code you are using to fire the particles.
Wed Nov 16, 2011 8:23 pm
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Re: Shotgun Shenanigans [SOLVED/FIXED]
I'm finished with this, but I'll post it anyway in case somebody finds it useful. I added a couple of comments too.
Code:
AddAmmo = AEmitter PresetName = 00 Buck Emitter LifeTime = 3 //just long enough to leave the barrel and emit once with PPM = 1 Mass = 0.01 GlobalAccScalar = 0.2 AirResistance = 0.0 RestThreshold = -500 HitsMOs = 1 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = W40K.rte/Null.bmp FrameCount = 1 SpriteOffset = Vector X = -1 Y = -1 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 ScreenEffect = ContentFile FilePath = W40K.rte/Null.bmp EffectStartTime = 0 EffectStopTime = 1 EffectStartStrength = 1.0 EffectStopStrength = 0 EffectAlwaysShows = 1 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Imperium 00 Buck BurstSize = 12 Spread = 0.06 //remember this is out of pi, so 0.06 is not that small MaxVelocity = 85 MinVelocity = 75 //Varying min/max gives a nice staggered shot effect PushesEmitter = 0 EmissionEnabled = 1 EmissionsIgnoreThis = 1 EmissionOffset = Vector X = 0 Y = 0 ParticlesPerMinute = 1 // BurstSize = 1 BurstScale = 1 BurstDamage = 0 BurstTriggered = 1 EmissionDamage = 0 Flash = Attachable CopyOf = Muzzle Flash Shotgun FlashOnlyOnBurst = 0 GibImpulseLimit = 60 GibWoundLimit = 1
Thu Nov 17, 2011 3:21 am
Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
Re: Shotgun Shenanigans [SOLVED/FIXED]
Huh, I just made one of these for the Wehrmacht a few weeks ago. Sorry I didn't get here earlier.
Thu Nov 17, 2011 10:06 pm
trotskygrad
Joined: Mon Nov 14, 2011 8:58 pm Posts: 92
Re: Shotgun Shenanigans [SOLVED/FIXED]
damn, now I have to be hipster and make Frag-shells, since this guy is already doing slugs... !
j/k
3 ammo types it is
Sat Nov 19, 2011 4:38 am
Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
Re: Shotgun Shenanigans [SOLVED/FIXED]
trotskygrad wrote:
damn, now I have to be hipster and make Frag-shells, since this guy is already doing slugs... !
viewtopic.php?f=61&t=22351 Waay ahead of ya. Also you might need to read up on the definition of "hipster", that's not what it means.
Sat Nov 19, 2011 12:58 pm
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Re: Shotgun Shenanigans [SOLVED/FIXED]
Frag-12 rounds would be trivial to make anyway. Just fire an AEmitter grenade, or use something similar to the bolter scripts for 'exploding' MOPixels.
Sat Nov 19, 2011 7:10 pm
Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
Re: Shotgun Shenanigans [SOLVED/FIXED]
Yeah but try balancing them, that's a nightmare.
Sat Nov 19, 2011 8:31 pm
trotskygrad
Joined: Mon Nov 14, 2011 8:58 pm Posts: 92
Re: Shotgun Shenanigans [SOLVED/FIXED]
Arcalane wrote:
Frag-12 rounds would be trivial to make anyway. Just fire an AEmitter grenade, or use something similar to the bolter scripts for 'exploding' MOPixels.
yeah, balancing is tricky, but that's what I think will make my mod different
insane balance focus duuuurrr
a lot of mods are unbalanced.
Sat Nov 19, 2011 10:16 pm
Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
Re: Shotgun Shenanigans [SOLVED/FIXED]
trotskygrad wrote:
a lot of mods are unbalanced.
I consider myself included here but what to expect? I moded playing unitec!
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