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 A new way to dig 
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Joined: Sat Mar 28, 2009 9:39 pm
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Post Re: A new way to dig
It looks awesome. I'd insta-download any gun that had this type of attack. Better make it not kill terrain though.


Sun Jun 21, 2009 11:49 pm
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Post Re: A new way to dig
Mikkel wrote:
It looks awesome. I'd insta-download any gun that had this type of attack. Better make it not kill terrain though.
you realize the stupidity of saying that about a proof-of-concept weapon that exists only to damage terrain?


Mon Jun 22, 2009 1:00 am
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Post Re: A new way to dig
ProjektTHOR wrote:
Mikkel wrote:
It looks awesome. I'd insta-download any gun that had this type of attack. Better make it not kill terrain though.
you realize the stupidity of saying that about a proof-of-concept weapon that exists only to damage terrain?

I think he means the wide laser method.
Sorta explained by these posts.
Kyred wrote:
Metal Meltdown wrote:
Looks more like a wall of sharp, short-lived MOPixels... like the deathray Duh sent me.

Your the closest:

Here's the Lua code I used to make it. It uses the vector perpendicular to the direction your facing to spawn MOPixels along at the first obstacle (ie. terrain) in your line of sight.
Code:
--Update(self)   
    if self.owner:GetController():IsState(Controller.WEAPON_FIRE) then
        if self.timer:IsPastSimMS(50) then --check to see if there is ground in front of you
            local theta = ToActor(self.owner):GetAimAngle(true);
            local dir = Vector(math.cos(theta),-1*math.sin(theta));
            local endPos = Vector(0,0);
            local preEnd = Vector(0,0);
            --print(theta);

            if SceneMan:CastObstacleRay(self.gun.Pos+dir*15,dir*50,endPos,preEnd,0,0,0) > 0 then
                self.Pos = preEnd;
                self.RotAngle = ToActor(self.owner):GetAimAngle(true);
                local perpen = dir.Perpendicular;
                local part = nil;
                for i = -15, 15, 1 do
                    part = CreateMOPixel("LDiggerParticle");
                    part.Pos = self.Pos + (perpen * i);
                    part.Vel = dir;
                    MovableMan:AddMO(part);
                end
            end
            self.timer:Reset();
        end
    else
        self:GibThis();
    end


The timer is there to reduce lag.

numgun wrote:
Dayum. A Lua based way to make wide lasers!
AWESOME. 8)


Mon Jun 22, 2009 1:45 am
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Post Re: A new way to dig
Metal Meltdown wrote:
Will using this method prevent the lasers from being visibly segmented when aiming up/down?

If you fire them fast enough and the projectiles don't last long, then yes.


Mon Jun 22, 2009 4:24 am
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Post Re: A new way to dig
Roy-G-Biv wrote:
ProjektTHOR wrote:
Mikkel wrote:
It looks awesome. I'd insta-download any gun that had this type of attack. Better make it not kill terrain though.
you realize the stupidity of saying that about a proof-of-concept weapon that exists only to damage terrain?

I think he means the wide laser method.

That's exactly what I meant.
Anyways, if it (the weapon) can't rip terrain to shreds, perhaps make it so that the wave will stop at any obstruction.


Mon Jun 22, 2009 12:32 pm
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Post Re: A new way to dig
Ragdollmaster wrote:
this means an epic new way to make even wider lasers than we could before o=

We could make lazers as wide/thick as we wanted before, but doing it with LUA might get around the shooting-emitter problem where if you move too fast you shoot yourself.


Tue Jun 23, 2009 6:42 pm
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Post Re: A new way to dig
You mean doing it with Lua, right?


Tue Jun 23, 2009 6:48 pm
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Post Re: A new way to dig
Solace wrote:
might get around the shooting-emitter problem where if you move too fast you shoot yourself.

Huh?
That never happened to me.


Tue Jun 23, 2009 6:49 pm
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Post Re: A new way to dig
If you go really fast with say, the heavy sniper rifle, it will end up shooting you.

You can in fact get around this quite simply with mopixel spawning.


Tue Jun 23, 2009 8:16 pm
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Post Re: A new way to dig
Or if you aim at your foot.


Wed Jun 24, 2009 3:32 am
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Post Re: A new way to dig
Ragdollmaster wrote:
Or if you aim at your foot.

That has to do with the weapon length, not with the speed you're moving at.
For example, you have a beam weapon, with the muzzleoffset far enough that when you aim downwards while in the air, even when falling, it won't hit you. But if you use that same weapon to aim directly down while on flat terrain, then yes, it will tear the legs off.


Wed Jun 24, 2009 11:54 am
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Post Re: A new way to dig
I didn't say it has anything to do with the speed. Grif/Solace brought out how you could shoot yourself if you moved too fast, and I brought out how you could shoot yourself by aiming at your foot with the Coalition Heavy Sniper Rifle. Why would there be any correlation? And why would you be aiming at your foot going so fast? :P


Wed Jun 24, 2009 3:18 pm
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Post Re: A new way to dig
Because you want to headshot a dummy that's directly below you... or something like that.


Wed Jun 24, 2009 3:20 pm
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Post Re: A new way to dig
Does anyone have those Gauntlet modules anymore? I used to have them for B22 but I think I deleted a bunch of "useless" (or so I thought) mods.


Thu Jun 25, 2009 2:24 am
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Post Re: A new way to dig
Metal Meltdown wrote:
Because you want to headshot a dummy that's directly below you... or something like that.

Or if a dummy was clinging to your foot. And... your aim sucks? I dunno, I'm grasping at straws. You really shouldn't be a ble to shoot your own appendages off, DATA.


Thu Jun 25, 2009 5:20 am
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