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NaXx
Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
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Code problem with missile-launcher
Ok. I've got a code problem/code question, what I don't know how to fix. I'm making a tank with 4 barrels of missile launcher (yes, you gonna like it) And I need each missile will be launched by a different hole/barrel. I think its really posible to make with code, but Sadly I'm better spriting that coding...
Thanks for read and waiting answers.
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Fri Mar 27, 2009 8:39 pm |
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Disst
Joined: Thu Feb 12, 2009 1:47 am Posts: 1182
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Re: Code problem with missile-launcher
take a look at the dredle gun. it had 2 barrels and was a concept mod.
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Fri Mar 27, 2009 9:02 pm |
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Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
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Re: Code problem with missile-launcher
Well, it is possible to do so with two barrels. with four... it might be more complicated. There was a four-barreled machinegun once, but it fired only two barrels at a time. The way to code it is to have the weapon shoot a static MOSRot, with attached aemitters on the position of each barrel. The normal rounds lauched a MOSRot with a emmiter close to the upper barrels, while the tracer rounds lanched another MOS with the emitter close to the lower barrels. And that's it, I guess . (sorry if I didn't make myself clear, I am in a bit of a hurry... )
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Fri Mar 27, 2009 9:12 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: Code problem with missile-launcher
3POK_PHALE wrote: take a look at the dredle gun. it had 2 barrels and was a concept mod. wow, that mod's finally useful...
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Fri Mar 27, 2009 9:12 pm |
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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: Code problem with missile-launcher
You can only have two stages of shot at this time. So, you can have four barrels, but you can only split them into two groups, not four firing independently.
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Fri Mar 27, 2009 9:43 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: Code problem with missile-launcher
Which is kinda better, you can make it full auto and fire it 2 at a time, or one at a time. A barage would be KKKKWWWWWLLLLL
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Fri Mar 27, 2009 9:49 pm |
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NaXx
Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
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Re: Code problem with missile-launcher
3POK_PHALE wrote: take a look at the dredle gun. it had 2 barrels and was a concept mod. thank you dude I wish find here the answer... Areku wrote: Well, it is possible to do so with two barrels. with four... it might be more complicated. There was a four-barreled machinegun once, but it fired only two barrels at a time. The way to code it is to have the weapon shoot a static MOSRot, with attached aemitters on the position of each barrel. The normal rounds lauched a MOSRot with a emmiter close to the upper barrels, while the tracer rounds lanched another MOS with the emitter close to the lower barrels. And that's it, I guess . (sorry if I didn't make myself clear, I am in a bit of a hurry... ) Understood, nobody haven't been said it will be an easy job Flammablezombie wrote: 3POK_PHALE wrote: take a look at the dredle gun. it had 2 barrels and was a concept mod. wow, that mod's finally useful... ey no need to be so hostile Duh102 wrote: You can only have two stages of shot at this time. So, you can have four barrels, but you can only split them into two groups, not four firing independently. I just need 2 barrels good organizated and it will be the 4 barrels simulated ^^
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Fri Mar 27, 2009 10:19 pm |
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Jcgrey2
Joined: Sun Feb 15, 2009 5:26 am Posts: 50 Location: Florida
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Re: Code problem with missile-launcher
Couldn't you make the missile-launcher a shield as well? As in: One two barreled part and another two barreled part.
Properly offset it to where you want, and shoot all four missiles at once? OramIanublol
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Sat Mar 28, 2009 7:40 pm |
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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: Code problem with missile-launcher
I suppose you could do that, but offhand guns don't wait until the onhand gun has fired before they fire, so you'd still be stuck with the missiles firing in pairs.
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Sat Mar 28, 2009 9:30 pm |
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NaXx
Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
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Re: Code problem with missile-launcher
Jcgrey2 wrote: Couldn't you make the missile-launcher a shield as well? As in: One two barreled part and another two barreled part.
Properly offset it to where you want, and shoot all four missiles at once? OramIanublol A really good idea, I'll try to bring to life Duh102 wrote: I suppose you could do that, but offhand guns don't wait until the onhand gun has fired before they fire, so you'd still be stuck with the missiles firing in pairs. I can code it like first vertical missiles and after the next column, isn't? Btw, as the master gotcha was said its gonna be a upgrade with the new release comming... ( the possibility of wait clicking before the shoots coming... ) let's do the things to the old fashion way like a rain of ; missiles, death, fire and dangerous particles... just what I've been looking for
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Sun Mar 29, 2009 12:37 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Code problem with missile-launcher
sigh, quote the dredle gun rather than the 2BMG demo? Oo" i'd like a good epic mech/tank though. i'd probably prefer a walker but god knows ACrab legs are a ♥♥♥♥♥. and i do.
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Sun Mar 29, 2009 12:46 pm |
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NaXx
Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
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Re: Code problem with missile-launcher
Geti wrote: i'd like a good epic mech/tank though. i'd probably prefer a walker but god knows ACrab legs are a ♥♥♥♥♥. and i do. Don't discard the mech in the future, but I've got to start by some place... And yes, this Acrab its a ... reinvent the wheel!! now!!!!
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Sun Mar 29, 2009 11:50 pm |
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