Re: Lol im noob and i need helphalp! 8<
Ok, here's how you go about making a sniper in two different ways.
1. The Easy Way.
You have your gun. It shoots rounds at high speed (FireVelocity variable!)
And these rounds are heavy (mass variable) and sharp (sharpness variable).
Play around with these.
Remember:
- making bullets too heavy will make your soldier explode when he pulls the trigger.
- making bullets too light will make them bounce off enemies
- making bullets too sharp will cut great holes through the terrain, which looks bad.
- making bullets not sharp enough will make them bounce off enemies, or crush them if your mass/velocity is high enough
- making bullets fire too fast can result in:
A) your soldier exploding (see mass too high)
B) your bullets could go so fast that the game doesn't realise they've hit something so they ignore actors.
- Making bullets fire too slow will result in them falling out of the barrel like a grenade would. Bad.
In summary, this way is easy but has issues which can't be solved unless you use...
2. The Crazy Complicated Awesome way
There's more than one way too build a deadly sniper rifle.
The problem you're most likely to have is that you want bullets that don't make your soldier explode when he fires the gun and don't cut holes through the map, but do make enemies explode violently.
How to fix this.
1. Use
This Method to fire an object at higher speeds with greater mass without needing to worry about your actor exploding or the round being too sharp (sharpness becomes irrelevant when your bullets travel at the speed of sound and weigh 3 tonnes).
2. Instead of firing a MOPixel, which is the standard tiny thin little bullet, fire a MOSRotating, which are objects in Cortex Command that can be anything from grenades to pieces of dead things.
Make your MOSRotating have a low GibImpulseLimit and gib things like fiery death (see the code for explosive stuff).
Or make it heavier.
Remember though, MOSRotatings have to be fired at a slower speed than MOPixels (because of their sprites) or they do the same thing as MOPixels do when you fire them too fast: ignore things they hit.
3. Use A TDExplosive.
That's CC nerd talk for A GRENADE!! make your gun fire the frag grenade to start with. This method doesn't work as well as 2, as grenades have their names above them, can be thrown back and have to have a timer, but it's always an option.
4. Use a combination of these methods.
I've personally made a gun which fires A craft, which gibs into an actor, which gibs into fiery death.
Snipers and cannons often work like this.
gun -> fires AEmitter -> fires MOSRotating ->Explodes into MOPixels
Although the current method of choice for most (as seen in Duh's tutorial) is
Gun -> fires AEmitter (with many MOSRotating variables, like gibs, mass, even sharpness) -> explodes into MOPixels.
Sorry if that was confusing, just ask if you don't understand something or need more info, and me (and other veteran modders hopefully) will be happy to help.