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 Telekinetic Wielding 
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Joined: Sun May 31, 2009 1:04 am
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Post Telekinetic Wielding
The force is strong with this one...

Image

My current WIP. This weapon/tool will allow you to telekineticly pluck any gun off the ground and use it along with any other gun in your inventory. The second gun floats above your head and aims towards your line of sight. The gun even reloads in mid-air :lol:

The Lua code for this is close to being finished. I need to make a way of dropping the floating gun and maybe have the floating gun bob around a bit while its floating over your head. Also some few possible known issues left to fix.

And, of course, I need to make it look prettier :P

Update:
--I made sure the effect stops when: a) Actor is killed, b) Floating weapon is destroyed, c) Another actor grabs the floating weapon (happens every now and then).
--Floating weapon is dropped (ie. effect stops) when the actor crouches. Weapon is tossed slightly forward so it doesn't bonk you on the head (cuz that would be silly).
--Added a "smart" mode. When activated, the floating gun moves to a position slightly higher and forward than normal when you are aiming. The gun will move out of the way when you are aiming up, so you don't shoot it. It will also track targets that you are in your direct line of sight (ie. you're looking right at them) and will up slightly in their direction to get closer. You have to keep them in your sights to maintain this, though. The picture below is an example:
Image
You can switch between modes by tapping the Pie-Menu button.



Hot foot =D
Image


Last edited by Kyred on Sat Jul 18, 2009 8:24 am, edited 3 times in total.



Fri Jul 17, 2009 6:25 am
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Post Re: Telekinetic Wielding
God I love your proof of concepts.

Now, does the floating gun reload when you do, or can you keep shooting with the floater while you reload?


Fri Jul 17, 2009 6:26 am
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Post Re: Telekinetic Wielding
Uh, what happens if someone picks it up?

EDIT:
Adding a CastMO from the actor to calculate where to aim the gun might be nice.


Fri Jul 17, 2009 6:53 am
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Post Re: Telekinetic Wielding
mail2345 wrote:
Uh, what happens if someone picks it up?

Kyred wrote:
Also some few possible known issues left to fix.

That's one of them. I'm going to try it right now =P Tried it. Your actor simply looses telekinetic control of the gun.

LFoW wrote:
Now, does the floating gun reload when you do, or can you keep shooting with the floater while you reload?

You can keep shooting with the floater until it runs out of ammo.

*Edit*
mail2345 wrote:
Adding a CastMO from the actor to calculate where to aim the gun might be nice.

It already has that. You can see it if you look closely enough at where the Gatling gun is shooting and where the soldier is aiming in the gif above. I used the Law of Cosines to calculate the RotAngle for the gun.


Fri Jul 17, 2009 6:54 am
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Post Re: Telekinetic Wielding
That is DAMN cool!
I can see this sort of thing being implemented on Mechas (shoulder-mounted rocket pods and such)
:D


Fri Jul 17, 2009 11:20 am
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Post Re: Telekinetic Wielding
For dropping the gun, use a key close to WSAD.

Also, VERY COOL.


Fri Jul 17, 2009 3:03 pm
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Post Re: Telekinetic Wielding
Like I said before. Kyred, you are gonna go places in here.


Fri Jul 17, 2009 4:51 pm
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Post Re: Telekinetic Wielding
Kyred, your avatar was the best thing you could have chosen to show off this thread.
I laughed.


Fri Jul 17, 2009 5:31 pm
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Post Re: Telekinetic Wielding
Oh, btw is it operated via an MO latching onto the guy, or the guy himself?


Fri Jul 17, 2009 6:40 pm
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Post Re: Telekinetic Wielding
Looks like a gun that shoots telekinetic bullets.


Fri Jul 17, 2009 6:50 pm
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Post Re: Telekinetic Wielding
What if you shoot before it appears above your head?

Edit: You know you can reload the gun when you reload your parent gun.....?

ControlState 15 = RELOAD. (Thanks to darlos showing me the link :3)

Don't know at all how your gun is doing this nor how to type it correctly, but:

Code:
if controller:IsState(Controller.RELOAD) then
       self:SetState(Controller.RELOAD)
end


Last edited by Mind on Sat Jul 18, 2009 12:09 am, edited 1 time in total.



Fri Jul 17, 2009 11:54 pm
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Post Re: Telekinetic Wielding
@piipu: Yeah, it does for now. I want to make some effect for it so it doesn't look like that.

@Mind: The floating gun won't fire and the normal one will. You don't see me shooting in those gifs before the gun is over the soldiers head because I didn't want to accidentally shoot the floating gun.

@mail2345: The script runs on an MOPixel (the bullet thing, at the moment) that contains both a reference to the shooter and the weapon being picked up. It detects when you press and release the trigger and passes that on to the floating gun. The bullet then stays above your head near the gun. You normally can't see it because it's hidden behind either your health display or the gun. That, and it's very tiny. Both the gun and the MO have their positions constantly being set to above the actor's head. So both the MO and the gun are pseudo-attached to the actor.


Last edited by Kyred on Sat Jul 18, 2009 1:26 am, edited 3 times in total.



Sat Jul 18, 2009 12:03 am
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Post Re: Telekinetic Wielding
Look at the edit, sorry. Would something like that work for reloading then gun?


Sat Jul 18, 2009 12:38 am
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Post Re: Telekinetic Wielding
I'll look into it. The floating gun reloads on its own, so I'm not too concerned about it. However, it would be nice for it to reload everytime you manually reload. But I don't know if the game differentiates between auto and manual reload.


Sat Jul 18, 2009 1:16 am
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Post Re: Telekinetic Wielding
Actually you'd have to find some way to force the un-parented weapon to reload; which is apparently not possible.


Sat Jul 18, 2009 1:59 am
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