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 2 Barreled Machine Gun. [update: documented] 
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Joined: Sun Jul 13, 2008 9:57 am
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Post 2 Barreled Machine Gun. [update: documented]
mmhm. 2 barrels. people said it couldnt be done. well, they were wrong. if you need any explanations, dont hesitate to post.
a .gif would be good aswell.
this is a WIP from my current main mod, but i figured it was notable enough to release.
Attachment:
2bmg.PNG

no credits needed, all my code and sprites (ugly as hell though they may be)

UPDATE: added documentation to devices.ini
thanks to those currently enjoying this.


Last edited by Geti on Fri Jan 02, 2009 3:12 pm, edited 2 times in total.



Fri Jan 02, 2009 1:27 pm
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Post Re: 2 Barreled Machine Gun.
Tried it out. 2 barrels feel good, nice demonstration.

Care to make a 20 barrel MG just for the heck of it :D ?


Fri Jan 02, 2009 2:44 pm
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Post Re: 2 Barreled Machine Gun.
Well, it's impossible to make a 21-barreled flamethrower << *cough*


Nicely done, though. Must have taken a good bit of tinkering around to get it done just right.


Fri Jan 02, 2009 2:55 pm
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Post Re: 2 Barreled Machine Gun.
i cant as of yet, the gun uses tracers for each bullet. as we only have 2 tracers.. the maximum is 2 barrels for now.
sorry ^^"
if i do find a way to make more, ill do so. i might be able to get 3 by using the bullet shells, and because of that i might be able to use the tracer shells for 4 barrels maximum, but thats all for tonight.. maybe that suggestion from a while ago for a 3 barreled flamethrower might just happen..
im glad it feels satisfying for you, i like the effect you get from firing one shot at a time, but thats just me.

@ragdoll: not too much, but i did have trouble initially with the gun destroying itself. glad you like it.
i just thought it was time it got done.


Fri Jan 02, 2009 2:59 pm
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Post Re: 2 Barreled Machine Gun.
Ooh. Nice.


Fri Jan 02, 2009 2:59 pm
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Post Re: 2 Barreled Machine Gun. [update: documented]
NOTICE: the code is now commented. everyone should understand. for those that have already DL'd, you probably dont need it, but itll clear it up if you dont understand something.
enjoy.
@morbo: glad you like ^^


Fri Jan 02, 2009 3:19 pm
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Post Re: 2 Barreled Machine Gun. [update: documented]
Hahah, quite a good method of achieving it. Nice one


Fri Jan 02, 2009 5:42 pm
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Post Re: 2 Barreled Machine Gun. [update: documented]
Very nice, and a pretty fun weapon. If you can do it with the casings too, that means you can make a 4 pixel-wide lazer...

*Solace gets to work.


Fri Jan 02, 2009 6:02 pm
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REAL AMERICAN HERO
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Post Re: 2 Barreled Machine Gun. [update: documented]
Couldn't we, in theory, do an infinite number of barrels by having the gun fire emitters that fire emitters, which fire the projectiles?

Or have the muzzleflash have atttached emitters.


Fri Jan 02, 2009 8:26 pm
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Data Realms Elite
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Post Re: 2 Barreled Machine Gun. [update: documented]
Grif wrote:
Couldn't we, in theory, do an infinite number of barrels by having the gun fire emitters that fire emitters, which fire the projectiles?

Or have the muzzleflash have atttached emitters.

Example, the DSTech Chain Saw'D.

It works, but I thought it had that stacking problem, either I'm hallucinating, or the last time I used it, it didn't stack.


Fri Jan 02, 2009 8:33 pm
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Post Re: 2 Barreled Machine Gun. [update: documented]
Look at my mini-mods topic. 5BMG. Using emitters.


Fri Jan 02, 2009 8:39 pm
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Post Re: 2 Barreled Machine Gun. [update: documented]
Apparently CaveCricket is faster than me. :P Well, congrats to Geti for making proper lazers possible! Using a 9-pixel high one right now. :D

Image


Fri Jan 02, 2009 9:05 pm
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Post Re: 2 Barreled Machine Gun. [update: documented]
Nice concept, it'll help me out a lot. Thanks.


Fri Jan 02, 2009 9:20 pm
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Post Re: 2 Barreled Machine Gun. [update: documented]
glad i could help ;)

and yes, grif, in fact you could avoid the whole issue with stacking by attaching emitters to the muzzleflash on the emitter used for the bullets. that would work well.


Fri Jan 02, 2009 11:46 pm
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Post Re: 2 Barreled Machine Gun. [update: documented]
The stacking thing should be totally fixed, I bugged Data about it just before build 22.

Apparently it was due to some internal variables not getting reset when the emitter reappeared.

Good work Geti the code was a nice read :)


Sat Jan 03, 2009 12:07 am
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