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Shotgun Shenanigans [SOLVED/FIXED]
http://45.55.195.193/viewtopic.php?f=1&t=26312
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Author:  Arcalane [ Wed Nov 16, 2011 11:36 am ]
Post subject:  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.

Author:  Naxete [ Wed Nov 16, 2011 12:07 pm ]
Post subject:  Re: Shotgun Shenanigans

Search function is your friend, arcalane.

Author:  maart3n [ Wed Nov 16, 2011 4:08 pm ]
Post subject:  Re: Shotgun Shenanigans

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.

Author:  Arcalane [ Wed Nov 16, 2011 6:24 pm ]
Post subject:  Re: Shotgun Shenanigans

Naxete wrote:


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.

Author:  Naxete [ Wed Nov 16, 2011 7:51 pm ]
Post subject:  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.

Author:  Arcalane [ Wed Nov 16, 2011 8:21 pm ]
Post subject:  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.

Author:  Asklar [ Wed Nov 16, 2011 8:23 pm ]
Post subject:  Re: Shotgun Shenanigans [SOLVED/FIXED]

Oh, Arcalane, post the AEmitter code you are using to fire the particles.

Author:  Arcalane [ Thu Nov 17, 2011 3:21 am ]
Post subject:  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.


Author:  Kettenkrad [ Thu Nov 17, 2011 10:06 pm ]
Post subject:  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.

Author:  trotskygrad [ Sat Nov 19, 2011 4:38 am ]
Post subject:  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

Author:  Lizardheim [ Sat Nov 19, 2011 12:58 pm ]
Post subject:  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.

Author:  Arcalane [ Sat Nov 19, 2011 7:10 pm ]
Post subject:  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. ;)

Author:  Lizardheim [ Sat Nov 19, 2011 8:31 pm ]
Post subject:  Re: Shotgun Shenanigans [SOLVED/FIXED]

Yeah but try balancing them, that's a nightmare.

Author:  trotskygrad [ Sat Nov 19, 2011 10:16 pm ]
Post subject:  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.

Author:  Naxete [ Sat Nov 19, 2011 11:14 pm ]
Post subject:  Re: Shotgun Shenanigans [SOLVED/FIXED]

trotskygrad wrote:
a lot of mods are unbalanced.

I consider myself included here :oops: but what to expect? I moded playing unitec!

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