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 Harpoon Gun V1.0 ))AAL Product 
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Joined: Mon Apr 06, 2009 9:41 am
Posts: 712
Location: New York
Post Re: Harpoon Gun V1.0 ))AAL Product
zalo wrote:
Oh, Awesome.

I saw this commented out in the Pistols.ini and I was waiting for it :grin:

Here's a gif: Image


I noticed that the other day, too, when I was trying to make a giant pistol for one of your huge-ass clones.
They tend to just shoot themselves with smaller guns.

Downloaded.


Thu May 28, 2009 2:12 pm
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Post Re: Harpoon Gun V1.0 ))AAL Product
very nice, didnt think it was possible till i saw the gif.
so i tried it and its awesome, really p15535 off my brother : D


Thu May 28, 2009 6:28 pm
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Joined: Thu Feb 12, 2009 8:14 am
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Post Re: Harpoon Gun V1.0 ))AAL Product
vagyr wrote:
pinning your enemys to wall with a harpoon is one thing...
pinning them on the wall with 20 stakes would be more avesome...
what i mean is we need a mega stake machinegun!
basicaly a minigun but it will throw many stakes!


This would only work if the harpoons attached to the actors instead of the other way around.


Thu May 28, 2009 11:41 pm
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Joined: Thu Aug 30, 2007 4:36 am
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Post Re: Harpoon Gun V1.0 ))AAL Product
I think this shows that it is time to make tourqe bow! LETS DO IT!


Thu May 28, 2009 11:51 pm
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Joined: Fri Mar 27, 2009 4:48 am
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Post Re: Harpoon Gun V1.0 ))AAL Product
MECAGUY03 wrote:
I think this shows that it is time to make tourqe bow! LETS DO IT!


Lol Gears Of War mod here we come XD


Fri May 29, 2009 12:03 am
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Joined: Fri May 11, 2007 4:30 pm
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Location: England
Post Re: Harpoon Gun V1.0 ))AAL Product
I love this gun, 'tis rather awesome if I do say so myself.

however there are a few things buggin' me, so I dun editted it! my vesion has slightly random X placement on the harpoon (per harpoon, not on a per actor basis*), harpoon slows down after impaling, after the lifetime of the harpoon the actor is unpinned.

I love it so much I made a gif:
Image
(the weird y placement has been removed from the code, it should now actually look like it goes through the centre of the actor mostly)
*could do a check on the actor to see whether any other actors are nearby, except "self"... but it's is a slight waste of CPU especially when there aren't any actors guaranteed to be there.

CODE:
[tab][tab][tab][tab]actor.PinStrength = 0;--nothing changed before this line
[tab][tab][tab][tab]actor.Pos.X = self.Pos.X+rand;
[tab][tab][tab][tab]actor.Pos.Y = self.Pos.Y;
[tab][tab][tab][tab]if (actor.Vel.X >= 1) and (actor.Vel.X <= -1) and (self.Compare.Vel == 1) then
[tab][tab][tab][tab][tab]self.Vel.X = self.Vel.X + ((self.Vel.X - actor.Vel.X)/3);
[tab][tab][tab][tab][tab]self.CompareVel = 0;
[tab][tab][tab][tab]end
[tab][tab][tab][tab]actor.Vel = self.Vel;
[tab][tab][tab][tab]actor.Vel.X = 0;
[tab][tab][tab][tab]actor.PinStrength = 5;
[tab][tab][tab][tab]if self.hurtTimer:IsPastSimMS(self.hurtInterval) then
[tab][tab][tab][tab][tab]actor.Health = actor.Health - 1;
[tab][tab][tab][tab][tab]self.hurtTimer:Reset();
[tab][tab][tab][tab][tab]if actor.Health < 0 then
[tab][tab][tab][tab][tab]actor:GibThis() ;
[tab][tab][tab][tab][tab]end
[tab][tab][tab][tab]self.Vel.X = self.Vel.X/1.5;
[tab][tab][tab][tab][tab]if self.Vel.Y < 0 then
[tab][tab][tab][tab][tab][tab]self.Vel.Y = self.Vel.Y/2;
[tab][tab][tab][tab][tab]end
[tab][tab][tab][tab]end
[tab][tab][tab][tab]if self.LTimer:IsPastSimMS(3800) then
[tab][tab][tab][tab][tab]actor.PinStrength = 0;
[tab][tab][tab][tab]end--nothing changed after this line


Last edited by robolee on Fri May 29, 2009 4:15 pm, edited 1 time in total.



Fri May 29, 2009 2:39 pm
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Joined: Sat May 24, 2008 5:10 am
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Post Re: Harpoon Gun V1.0 ))AAL Product
numgun wrote:
Btw I got inspired to do this when I saw Spacepope's spike gun.


If I knew Lua ,I 'd have done it before you ! :D

Hey,who's awesome?

Numgun's awesome.and me obviously


Fri May 29, 2009 4:12 pm
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Post Re: Harpoon Gun V1.0 ))AAL Product
Hey numgun...
Remember back when you first made the MPAM?
Remember the Giant compound bow it came with?

any chance of remaking it with the effect of the harpoon gun?


Fri May 29, 2009 4:17 pm
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Post Re: Harpoon Gun V1.0 ))AAL Product
Harpoons with physics part one:
Image
The harpoon uses only lua to collide. Note that the attaching thingy sucks a bit still.


Fri May 29, 2009 7:32 pm
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Joined: Wed Jan 28, 2009 7:35 pm
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Post Re: Harpoon Gun V1.0 ))AAL Product
Man the harpoons.
*Is shot*

Why did this person think it would be a good idea to Necro a 2 month old thread?


Wed Jul 29, 2009 6:04 pm
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Joined: Mon Jun 22, 2009 3:16 am
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Post Re: Harpoon Gun V1.0 ))AAL Product
Ha ha, oh wow; I am thoroughly enjoying this. Good work.


Wed Jul 29, 2009 7:30 pm
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Post Re: Harpoon Gun V1.0 ))AAL Product
Now this is truly worthy of being called awesome.


Mon Sep 14, 2009 3:26 am
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Post Re: Harpoon Gun V1.0 ))AAL Product
Kingzogre, could you not bump old threads, especially one after the other? *hands Kingzogre flame retardant Pyro suit*

And poo, Numgun removed the link on this mod too. :/


Mon Sep 14, 2009 4:22 am
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Joined: Thu Feb 15, 2007 4:03 am
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Post Re: Harpoon Gun V1.0 ))AAL Product
Could someone re-upload this?


Tue Sep 15, 2009 12:55 am
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Post Re: Harpoon Gun V1.0 ))AAL Product
billy joe bob wrote:
Numgun removed the link on this mod too.

So no.


Tue Sep 15, 2009 12:59 am
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