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Somewhat realistic gun idea. http://45.55.195.193/viewtopic.php?f=75&t=20079 |
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Author: | PvtVain [ Mon Nov 01, 2010 11:59 am ] |
Post subject: | 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. |
Author: | Roast Veg [ Mon Nov 01, 2010 6:23 pm ] |
Post subject: | 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 |
Author: | CaveCricket48 [ Mon Nov 01, 2010 7:02 pm ] |
Post subject: | Re: Somewhat realistic gun idea. |
I'm pretty sure you can't change ShakeRange with Lua. |
Author: | findude [ Mon Nov 01, 2010 7:06 pm ] |
Post subject: | Re: Somewhat realistic gun idea. |
How on earth would you run that script either? |
Author: | Roast Veg [ Mon Nov 01, 2010 7:15 pm ] |
Post subject: | Re: Somewhat realistic gun idea. |
CaveCricket48 wrote: I'm pretty sure you can't change ShakeRange with Lua. Damn. Ah well, I tried. |
Author: | Azukki [ Thu Nov 04, 2010 5:33 am ] | ||
Post subject: | 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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Author: | Geti [ Thu Nov 04, 2010 8:01 am ] |
Post subject: | 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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