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Coding questions http://45.55.195.193/viewtopic.php?f=1&t=9529 |
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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. 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 |
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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