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 Somewhat realistic gun idea. 
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Joined: Thu Jul 15, 2010 1:52 pm
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Post Somewhat realistic gun idea.
So. for my request i'd like a gun or a pack of guns whatever you like to do.
This would seem hardcore as I can't do any LUA yet.

A gun that if you lost a leg or something the accuracy will lower so the bullets will have less chance of hitting the enemy. So if you're at 50 health and lets say you have 1 leg missing, the enemy would have a chance to kill you, at first that doesn't sound very nice. But lets say the enemy has a leg missing while he is using the gun, it wouldn't be fair for him.

So would this be possible at all?

Side note: Another idea adding to this gun is you know how the coalition have a helmet?. Well armor attachables would be recognized by the script and change the weapons accuracy accordingly.

TL:DR Version
A gun that changes accuracy depending on the actors health and limbs and if possible armor attachables.


Mon Nov 01, 2010 11:59 am
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Data Realms Elite
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Joined: Tue May 25, 2010 8:27 pm
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Post Re: Somewhat realistic gun idea.
Code:
function Create(self)
startingshake = self.ShakeRange
startingsharpshake = self.SharpShakeRange
end

function Update(self)
for actor in MovableMan.Actors do
self.ShakeRange = (startingshake*actor.Health)/100
self.SharpShakeRange = (startingsharpshake*actor.Health)/100
end
end


Mon Nov 01, 2010 6:23 pm
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Joined: Tue Jun 12, 2007 11:52 pm
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Post Re: Somewhat realistic gun idea.
I'm pretty sure you can't change ShakeRange with Lua.


Mon Nov 01, 2010 7:02 pm
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Joined: Tue Dec 12, 2006 3:10 pm
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Post Re: Somewhat realistic gun idea.
How on earth would you run that script either?


Mon Nov 01, 2010 7:06 pm
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Data Realms Elite
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Post Re: Somewhat realistic gun idea.
CaveCricket48 wrote:
I'm pretty sure you can't change ShakeRange with Lua.


Damn. Ah well, I tried.


Mon Nov 01, 2010 7:15 pm
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Joined: Sat Nov 03, 2007 9:44 pm
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Post Re: Somewhat realistic gun idea.
At 1 health, up to half a radian of spread is added. At 100, nothing happens.

If you want to make the effect greater, decrease the 200.
Eg, 100 would cause up to 1 radian of spread.
And vise versa, eg, 400 would cause up to 1/4 radian of spread.

It would be possible to change this so it wouldn't mess up the muzzle flash, but that would be a little more complicated.

Bits of code were taken for this from Abdul's recoil demo.


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Thu Nov 04, 2010 5:33 am
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Post Re: Somewhat realistic gun idea.
findude wrote:
How on earth would you run that script either?

Have the gun spawn a dedicated actor positioned at (0,0), pinned and non-colliding that calls thing:Update() on all MOs that have a parent MO (check MOID against RootMOID) or some such workaround.


Thu Nov 04, 2010 8:01 am
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