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[Mod Contest Entry: Unconventional Weapon} AET Nanocarbine http://45.55.195.193/viewtopic.php?f=61&t=45757 |
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Author: | Arcalane [ Thu Jul 03, 2014 7:00 pm ] |
Post subject: | [Mod Contest Entry: Unconventional Weapon} AET Nanocarbine |
Ladies, gentlemen. Today, I present to you the AEON Technologies Nanocarbine. Are you tired of bullets taking too long to reach your target and falling too far, like everyone is using subsonic, cold-loaded rounds? Well worry no more! The AEON Technologies Nanocarbine uses revolutionary new HitScan™ technology to put 800 RPM on target so fast you can't even see the rounds in flight! The 100-round NanoCell magazine is quick and easy to replace, too! Beware, HitScan™ tracking technology has a maximum range of 1500 units, beyond which accuracy decays too far to maintain combat effectiveness. Intended for use with the current Steam build, may not be 100% compatible with the non-Steam release. Attachment: Credits Coops - Sprites CaveCricket48 - Scripts PAYDAY 2 - Sounds (Mag Out, Mag In, Empty/Dry) XCOM2012 - Sounds (Firing) |
Author: | Xery [ Fri Jul 04, 2014 7:24 pm ] |
Post subject: | Re: [Mod Contest Entry: Unconventional Weapon} AET Nanocarbine |
Glad to see a new lua script gun released by you. Good work! |
Author: | CaveCricket48 [ Fri Jul 04, 2014 9:37 pm ] |
Post subject: | Re: [Mod Contest Entry: Unconventional Weapon} AET Nanocarbine |
Code: AddAmmo = AEmitter PresetName = Nanocarbine Hit Spark Mass = 1 OrientToVel = 1 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = W40K.rte/Null.bmp Forgot to change a file path there. |
Author: | SmallLeagueChew [ Sat Jul 05, 2014 12:35 am ] |
Post subject: | Re: [Mod Contest Entry: Unconventional Weapon} AET Nanocarbine |
Yes!!! |
Author: | Arcalane [ Sat Jul 05, 2014 2:35 am ] |
Post subject: | Re: [Mod Contest Entry: Unconventional Weapon} AET Nanocarbine |
Xery wrote: Glad to see a new lua script gun released by you. Good work! Cave, as always, deserves most of the credit for the script. I just wanted to see how feasible it was to make a hitscan-type weapon similar to those used in FPS games, since I already had the script on hand to make beam weapons. Once the contest is over I'll probably add it to the full AEON Tech pack and make it so it has visible tracers (using standard tracer-round functionality, etc.) or something so it's a bit easier to adjust aim. ------------------------- CaveCricket48 wrote: Code: AddAmmo = AEmitter PresetName = Nanocarbine Hit Spark Mass = 1 OrientToVel = 1 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = W40K.rte/Null.bmp Forgot to change a file path there. God dammit. I knew I'd wind up forgetting a reference somewhere. Uploading a fixed version now. |
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