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Coding questions
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Author:  DSMK2 [ Fri Jan 04, 2008 6:04 am ]
Post subject:  Coding questions

1st:
I never really got this part of the code:

http://rafb.net/p/coyxK369.html

Can anyone tell me how does it work? I changed parts of it, but with no idea what the hell it does, just makes the legs move more messed up then usual.

2ed:
Is it possible to make actors that follow other actors (while not colliding, following and staying at a set distance)?

3rd:
Can there be burst fire weapons? (1 click = 4 shots)

Author:  NeoSeeker [ Fri Jan 04, 2008 6:45 am ]
Post subject:  Re: Coding questions

1st no clue

2nd no

3rd no

Author:  whitty [ Fri Jan 04, 2008 6:53 am ]
Post subject:  Re: Coding questions

3rd = yes.

Code:
AddAmmo = Round
   InstanceName = Round Shotgun
   ParticleCount = 8


taken from the shotgun.

Author:  Lord Tim [ Fri Jan 04, 2008 6:53 am ]
Post subject:  Re: Coding questions

Walkpaths are the cyclical motions of the feet.

Probably not.

Burst fire is totally possible. Easily. Whiner.

Author:  Djinn [ Fri Jan 04, 2008 6:58 am ]
Post subject:  Re: Coding questions

whitty wrote:
3rd = yes.

Code:
AddAmmo = Round
   InstanceName = Round Shotgun
   [b]ParticleCount = 8[/b]


taken from the shotgun.


Four shots - in a row - per click. Pretty much, set the fire rate to very high, so you click once, emptying the mag totally. Set the mag to have 4 shots, and you have a 4 shot burst. Of course, that's kinda unrealistic, but playwise, it works fine.

Author:  ProjektTHOR [ Fri Jan 04, 2008 7:22 am ]
Post subject:  Re: Coding questions

whitty wrote:
3rd = yes.

Code:
AddAmmo = Round
   InstanceName = Round Shotgun
   ParticleCount = 8


taken from the shotgun.
Not quite what he means. He means four separate shots, not four particles. Djinn's answer is more plainly correct.

Although clip + burst fire better be in the next damn build.

Author:  NeoSeeker [ Fri Jan 04, 2008 5:51 pm ]
Post subject:  Re: Coding questions

He's talking about select fire...

which if data implements alt fire, which is something everyone wants, next build, we can have that and nade launchers and a shotgun in the same high priced gun.

Author:  billi999 [ Fri Jan 04, 2008 8:37 pm ]
Post subject:  Re: Coding questions

NeoSeeker wrote:
He's talking about select fire...

which if data implements alt fire, which is something everyone wants, next build, we can have that and nade launchers and a shotgun in the same high priced gun.


Hello my AR2 with comball alt fire :D

Author:  DSMK2 [ Fri Jan 04, 2008 9:55 pm ]
Post subject:  Re: Coding questions

NeoSeeker wrote:
He's talking about select fire...

which if data implements alt fire, which is something everyone wants, next build, we can have that and nade launchers and a shotgun in the same high priced gun.


Burst Fire...? (I'm working on a ML that shoots 4 Missiles at once per load...)

4th:
What are the legs Extended, Contracted, and idle offsets for?

Author:  rebirth12345 [ Fri Jan 04, 2008 10:05 pm ]
Post subject:  Re: Coding questions

DSMK2 wrote:
NeoSeeker wrote:
He's talking about select fire...

which if data implements alt fire, which is something everyone wants, next build, we can have that and nade launchers and a shotgun in the same high priced gun.


Burst Fire...? (I'm working on a ML that shoots 4 Missiles at once per load...)

4th:
What are the legs Extended, Contracted, and idle offsets for?



Burst Fire- A kind of fireing mode that- forget this explaining. look at the halo 3 Battle Rifle


4th:no clue

Author:  DSMK2 [ Sat Jan 05, 2008 1:10 am ]
Post subject:  Re: Coding questions

Seems like I fixed my actor's sink into the ground problem... I need help on increasing its stride, I got a definition of the walkpath, but not really the how it works answer I was looking for.

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