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YHTFLKC
Joined: Thu Dec 27, 2007 4:08 am Posts: 590 Location: USA
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Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
Is it me, or is the Robot 2 in that GIF retarded?
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Tue Nov 02, 2010 1:47 am |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
Its Pinned.
Love the update and new turret Abdul, keep it coming.
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Tue Nov 02, 2010 4:27 am |
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unwoundpath
Joined: Sun Mar 07, 2010 7:19 am Posts: 1279 Location: Places. And things.
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Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
Can i please have that turrets gun in a actual gun form please?
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Sat Nov 06, 2010 8:01 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
I bet the recoil would kill a normal actor. Or atleast knock them back alot.
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Sat Nov 06, 2010 8:11 pm |
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unwoundpath
Joined: Sun Mar 07, 2010 7:19 am Posts: 1279 Location: Places. And things.
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Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
mail2345 wrote: I bet the recoil would kill a normal actor. Or atleast knock them back alot. Dummy behemoth? EDIT: Ether that or you can make recoil dampeners on the gun. (decrease recoil in the ini)
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Sat Nov 06, 2010 8:12 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
It is not quite that simple.
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Sun Nov 07, 2010 4:16 am |
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unwoundpath
Joined: Sun Mar 07, 2010 7:19 am Posts: 1279 Location: Places. And things.
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Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
411570N3 wrote: It is not quite that simple. *facepalm* I remember, it has something to do with the mass and such?
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Sun Nov 07, 2010 4:27 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
The game engine will always convey the recoil of the fired projectile. You have to fire a separate, lighter projectile that then gibs or otherwise spawns the desired projectiles.
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Sun Nov 07, 2010 5:29 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
Nowadays it's actually easier to have the mass reset on Create(), so you could probably just do that.
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Mon Nov 08, 2010 2:09 am |
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Abdul Alhazred
DRL Developer
Joined: Tue Aug 11, 2009 5:09 am Posts: 395
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Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
Actually, the turret fires a weightless particle that spawn a nail at the end of any sprite it touches. One reason is to alternate the spawn point between the upper and the lower muzzle. When using pure ini all projectiles exit the same barrel, or between barrels like the coalition auto-cannon.
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Wed Nov 10, 2010 9:52 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
I managed to get it to fire from separate barrels by using the TDExplosive method of recoil negation combined with the use of a tracer of exactly the same gibs but on an offset. It works pretty good, actually. It's similar to the 5 barrel machinegun, but asymmetrical.
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Wed Nov 10, 2010 10:05 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
Realistically speaking, this cannon isn't exactly "light".
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Fri Nov 12, 2010 12:22 am |
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unwoundpath
Joined: Sun Mar 07, 2010 7:19 am Posts: 1279 Location: Places. And things.
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Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
Soooo, is anyone actually going to make it yet?
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Fri Nov 12, 2010 12:49 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
I still love these things. Granted, as a co-conspirator I've had them for months, but still, I find I place them in every base scene I make now. The funny story about it being a gun is I did toy around with this as a gun-arm concept originally, for the Behemoth, Mega Man or FFVII Barret style. I have some old mock-ups lying around: Original and again on the touched-up Behemoth. The barrels eventually got chopped and edited into the Shotgun, and the Hyper Laser concepts.
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Mon Nov 15, 2010 6:48 am |
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gtaiiilc
Joined: Wed Dec 13, 2006 12:10 am Posts: 562 Location: Termina
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Re: Experimental Dummy Vehicles (2010-11-01: Nailer Turret)
I love the new turret and fixes to the hover tank...but can you make it hover above the water in the Hydro Plus mod?
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Mon Nov 15, 2010 6:36 pm |
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