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 Particle Accelerator v3.5 
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Joined: Fri Mar 02, 2007 6:59 am
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Location: NSW, Australia
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Post Re: Particle Accelerator v1.0
LowestFormOfWit wrote:
I think he means not so dangerous on the user of said whirlwinds.


Yeah, exactly. a grenade gives you time to find cover or just run, it's current form is fun, but not very safe for the firer, who has a 25% chance of hurting or killing themselves.


Thu Jun 18, 2009 9:56 am
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Location: That quaint little British colony down south
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Post Re: Particle Accelerator v1.0
I, personally think you could make the gravity stronger, run slightly more often if it's pulsed and be moved yet further away. This would make it safer and you'd be able to set the terrain particles to HitsMOs = 1 if you got it right.


Thu Jun 18, 2009 10:08 am
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Post Re: Particle Accelerator v1.0
The orbits do need to be a little smaller, you should be able to pick it up, let it settle a into a nice, tight orbit, then FIYA!


Thu Jun 18, 2009 11:07 am
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Post Re: Particle Accelerator v1.0
Exalion wrote:
The orbits do need to be a little smaller, you should be able to pick it up, let it settle a into a nice, tight orbit, then HADOUKEN!


Fixed.

By the way. I have my own sprite I made for this, 10 frames for an animation, but it won't show. I don't know what I'm doing wrong.

EDIT: This gun. Image


Thu Jun 18, 2009 12:01 pm
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Post Re: Particle Accelerator v1.0
SpriteAnim settings. Look through the code of a weapon with working animation and mess with the variables.


Thu Jun 18, 2009 12:16 pm
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Post Re: Particle Accelerator v1.0
Any vanilla ones you know off the top, if any?


Thu Jun 18, 2009 12:21 pm
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Post Re: Particle Accelerator v1.0
From the Coalition Gatling Gun:
Code:
   SpriteAnimMode = 4
   SpriteAnimDuration = 500
SpriteAnimMode is the way in which it animates. The values I forgot but someone should tell you soon enough... (4 is animate upon firing I assume) SpriteAnimDuration is the frame delay per frame, in milliseconds I assume. So. You'll probably get a more coherent and sensical explanation soon enough.


Thu Jun 18, 2009 12:25 pm
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Post Re: Particle Accelerator v1.0
Ah I forgot about the wind up it has. Thanks.

EDIT: Yep that did it. Badass.


Thu Jun 18, 2009 12:27 pm
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Post Re: Particle Accelerator v1.0
Is that version uploaded yet?


Thu Jun 18, 2009 1:17 pm
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Post Re: Particle Accelerator v1.0
What I love about this gun, is that it doesn't kill people. It doesn't stun them, or rip them apart, or sets their health to zero.
It annihilates them, turning living creatures into bloody paste, a fine spray of meaty particles, smeared across the map; and turning robotic creatures into metal dust.
:evil:

Sure, it does that to me as often as it does that to enemies, but hey, who cares!

It's like... Chuck Norris turned into a gun.


Thu Jun 18, 2009 1:29 pm
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Post Re: Particle Accelerator v1.0
shadow717 wrote:
Great job on this, although I get a crash if I'm crushed while using it.


Huh...I wonder why that only happens with crushing specifically? I'll look into it.

411570N3 wrote:
I, personally think you could make the gravity stronger, run slightly more often if it's pulsed and be moved yet further away. This would make it safer and you'd be able to set the terrain particles to HitsMOs = 1 if you got it right.

Wait, you can editing .ini variables of individual objects through Lua O_o?! Huh. Does this mean you can change the SpriteFile variable as well? That could be useful in certain situations.

LowestFormOfWit wrote:
Could LUA be utilized to make the wielder and the gun immune to the harmful effects? It could lead to some really fun results I imagine if you can avoid walking the tightrope of super-gravitational forces ripping you apart.
Maybe. But it would probably require some sort of work around. AllStone's idea to increase the gravity might fix this without extra Lua code.


Thu Jun 18, 2009 4:38 pm
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Post Re: Particle Accelerator v1.0
LowestFormOfWit wrote:
I do have problems though. The gun sprite is lacking a little for a gun of this calibur. Also, the muzzle flash sprite for then the energy ball explodes could use either more detail or a couple more frames. It's a little out of place.



I agree with you, the sprites you see now were made by me so I'll see if I can pimp this gun with a larger weapon sprite and better effects. I'll send the updated stuff to Kyred so he can tweak the Lua side if needed and upload the newer and better version.

Hmm... oh hell yeah, now I'm gonna make this gun look really MEAN. >8 )


Thu Jun 18, 2009 4:43 pm
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Post Re: Particle Accelerator v1.0
Please, for gods sake, let it be in AAL colours.


Thu Jun 18, 2009 4:44 pm
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Post Re: Particle Accelerator v1.0
i noticed that when shooting with this gun it is actually using a shockwave to propel things away from it..... even enemy bullets, i was playing with a friend, he was using a Vault-Tec units with the fat-boy launcher while i had a normal brain-robot using said particle-accelerator.....
he fired a nuke towards me while i was charging my gun, the nuke hit the ground just a few metres from me, the blast should have killed me if i hadnt released the energy i had charged with my gun.....
the result was this: nuke blows up, nuke-boom gets hit by the shockwave from the accelerator, the whole explosion got aimed from me towards my friend, friend gets killed by it, leaving me without harm.....
i have done it many times over just because it is fun.....
sadly i cannt make gif´s of it..... otherwise i would put it in epic moments.....


Thu Jun 18, 2009 4:51 pm
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Post Re: Particle Accelerator v1.0
Kyred wrote:
411570N3 wrote:
I, personally think you could make the gravity stronger, run slightly more often if it's pulsed and be moved yet further away. This would make it safer and you'd be able to set the terrain particles to HitsMOs = 1 if you got it right.

Wait, you can editing .ini variables of individual objects through Lua O_o?! Huh. Does this mean you can change the SpriteFile variable as well? That could be useful in certain situations.


I would find this useful too. Like while the gun is charging and reaches a certain checkpoint of power, the gun would open up into a more scarier and deadlier mode.

The EM Laser the sprite on this was based on is exactly that, just look at it:
NORMAL:
Image

MAXIMUM CHARGE:
Image

I love dynamic guns. : 3


Thu Jun 18, 2009 5:09 pm
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