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MaGmA
Joined: Fri Mar 21, 2008 4:09 am Posts: 65
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Weapon startup time?
I've seen this a few times (most recently, shooks new lightning gun) that implements weapon startup time. How would I go about recreating this? Is there some variable I missed?
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Wed Dec 17, 2008 11:12 pm |
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Kallemort
Joined: Tue Aug 21, 2007 2:55 pm Posts: 948
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Re: Weapon startup time?
null ammo which is followed by a tracer firing the round? Only method I know of.
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Wed Dec 17, 2008 11:15 pm |
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Alenth Eneil
Joined: Mon Dec 04, 2006 3:34 am Posts: 2378
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Re: Weapon startup time?
Apparently tracers don't shoot first anymore, so you can use the normal round as a null, and the tracer as the actual shot.
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Wed Dec 17, 2008 11:17 pm |
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MaGmA
Joined: Fri Mar 21, 2008 4:09 am Posts: 65
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Re: Weapon startup time?
Thanks Alenth and Kallemort. I'll be sure to try that method once I get the rest of the mod functional.
Edt: Since I'm a little new to modding (I mean, I can make a fully functional mod, but I still don't know some things) please correct me if I'm wrong. With this method, since the first round is a null bullet, the gun then has to wait the RateOfFire, and then it will fire the tracer, which is actually now the bullet, thus simulating startup time?
And what is RTTRatio?
Edit2: Nevermind that last question; Round To Tracer Ratio, should of used search first.
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Wed Dec 17, 2008 11:25 pm |
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Comment
Joined: Tue Oct 14, 2008 11:07 pm Posts: 112
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Re: Weapon startup time?
RateOfFire gives you the number of rounds fired per minute: If you set it to 60, one round will be fired every second, higher is faster. Play with that and the number of rounds before your tracer in order to determine how long startup is.
For example, an RTTRatio of 35 and RateOfFire of 600 will take 3.5 seconds to charge.
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Wed Dec 17, 2008 11:54 pm |
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MaGmA
Joined: Fri Mar 21, 2008 4:09 am Posts: 65
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Re: Weapon startup time?
Oh, thanks Comment! That seems easy enough to do
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Wed Dec 17, 2008 11:57 pm |
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Kallemort
Joined: Tue Aug 21, 2007 2:55 pm Posts: 948
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Re: Weapon startup time?
Comment wrote: RateOfFire gives you the number of rounds fired per minute: If you set it to 60, one round will be fired every second, higher is faster. Play with that and the number of rounds before your tracer in order to determine how long startup is.
For example, an RTTRatio of 35 and RateOfFire of 600 will take 3.5 seconds to charge. That is one way, I understood his question like he wanted some kind of charge-up effect. Some people (like me) don't really want to hold the firing button for too long unless it looks pretty. It's an alternative at least.
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Thu Dec 18, 2008 12:02 am |
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ProjektODIN
Banned
Joined: Tue Aug 26, 2008 6:09 pm Posts: 432
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Re: Weapon startup time?
It's intended for certain weapon varieties. For example, you might be making some kind of railgun-esque weapon that needs to mimic some kind of capacitance charge.
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Thu Dec 18, 2008 3:48 pm |
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MaGmA
Joined: Fri Mar 21, 2008 4:09 am Posts: 65
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Re: Weapon startup time?
I was actually making a Homing missile that needed to lock on first (Via startup time) before it launched.
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Thu Dec 18, 2008 10:15 pm |
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Aspect
Joined: Mon Apr 28, 2008 1:35 am Posts: 383
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Re: Weapon startup time?
sounds cool, but as kallemort said, only make it charge if it looks pretty doing it. Or maybe makes a cool noise or something. There is a spartan laser floating around that does this also.
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Fri Dec 19, 2008 6:31 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Weapon startup time?
Aspect wrote: There is a spartan laser floating around that does this also. AAL, and it looks particularly delicious.
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Fri Dec 19, 2008 1:25 pm |
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MaGmA
Joined: Fri Mar 21, 2008 4:09 am Posts: 65
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Re: Weapon startup time?
I was planning to having a cool beep beep boop sound as a lock-on. But, now for something completely different.
I've got a finished G36, This rocket (Not near done), a P90 to do, and an Aug on my list. But I need some other weapon ideas.
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Sat Dec 20, 2008 2:35 am |
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