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 Coding questions 
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Joined: Fri Dec 28, 2007 4:19 am
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Post 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)


Fri Jan 04, 2008 6:04 am
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Post Re: Coding questions
1st no clue

2nd no

3rd no


Fri Jan 04, 2008 6:45 am
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Post Re: Coding questions
3rd = yes.

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


taken from the shotgun.


Last edited by whitty on Fri Jan 04, 2008 6:53 am, edited 1 time in total.



Fri Jan 04, 2008 6:53 am
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Post Re: Coding questions
Walkpaths are the cyclical motions of the feet.

Probably not.

Burst fire is totally possible. Easily. Whiner.


Fri Jan 04, 2008 6:53 am
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Post 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.


Fri Jan 04, 2008 6:58 am
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Post 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.


Fri Jan 04, 2008 7:22 am
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Post 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.


Fri Jan 04, 2008 5:51 pm
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Post 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


Fri Jan 04, 2008 8:37 pm
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Post 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?


Fri Jan 04, 2008 9:55 pm
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Post 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


Fri Jan 04, 2008 10:05 pm
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Post 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.


Sat Jan 05, 2008 1:10 am
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