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Somewhat realistic gun idea.
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PvtVain
Joined: Thu Jul 15, 2010 1:52 pm Posts: 165
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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.
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Mon Nov 01, 2010 11:59 am |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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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
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Mon Nov 01, 2010 6:23 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Somewhat realistic gun idea.
I'm pretty sure you can't change ShakeRange with Lua.
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Mon Nov 01, 2010 7:02 pm |
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findude
Joined: Tue Dec 12, 2006 3:10 pm Posts: 495 Location: Uncertain quantum state
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Re: Somewhat realistic gun idea.
How on earth would you run that script either?
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Mon Nov 01, 2010 7:06 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Somewhat realistic gun idea.
CaveCricket48 wrote: I'm pretty sure you can't change ShakeRange with Lua. Damn. Ah well, I tried.
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Mon Nov 01, 2010 7:15 pm |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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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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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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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.
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Thu Nov 04, 2010 8:01 am |
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