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 The Jump Laser 
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Joined: Sun May 11, 2008 12:50 pm
Posts: 899
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Post Re: The RailGun
I don't think you can use the "separation = -300" on emitters. (Separation is what the bullets "phase", they spread across a line of 300 pixels)


Sat Mar 14, 2009 5:30 pm
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Joined: Sat Nov 03, 2007 9:44 pm
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Post Re: The RailGun
Roon3 wrote:
Sending craft into the sky?

Yup. But, the craft was emitted 5000 pixels above you, so it didn't send it to the sky so much as just put it there in the first place.
And the emitter was an emission of another emitter which was a gib of the magazine, which had an emitter on it to gib it by impulselimit the moment it was detached from the gun.
And I did that months ago.

So, that's an alternate way to go about ammo cost if you specifically want the other team to be able to steal it to drain your funds. But if not, then negative gold is obviously better for the sake of simplicity.


Sun Mar 15, 2009 8:38 pm
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Post Re: The RailGun
I'm sure you can use Seperation on Emitters. All seperation does is make
a sort of random muzzle so it doesn't look like all the bullets on an SMG
are spewing from the same place.

By the way, the seperation trick is a really old one, and I'm surprised I haven't seen it on more mods.


Sun Mar 15, 2009 9:27 pm
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Post Re: The Jump Laser
I decided to update this, thanks to zalo for unlocking the thread.
This is a completely new mod, and it needs a better name.


Sat Nov 14, 2009 5:29 pm
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Post Re: The Jump Laser
This looks awesome.
EDIT:
And it is. Bit laggy.


Sat Nov 14, 2009 6:35 pm
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Post Re: The Jump Laser
Does it also shoot through wallets?


Sat Nov 14, 2009 7:07 pm
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Post Re: The Jump Laser
Yes.
The lag can easily be reduced by toning down the glows. A lot.


Sun Nov 15, 2009 1:24 am
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Data Realms Elite
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Post Re: The Jump Laser
Hyperkultra wrote:
Does it also shoot through wallets?

5oz a shot, and that is it.


Sun Nov 15, 2009 3:08 am
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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: The RailGun
zalo wrote:
By the way, the seperation trick is a really old one, and I'm surprised I haven't seen it on more mods.


The very first mod I ever saw for Cortex Command (made by the guy who introduced me to cortex command) used the seperation technique. That was... build 13 I think.


Mon Nov 16, 2009 7:49 am
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Post Re: The Jump Laser
That refers to the old mod. It has been completely redone. It still have the old one though; do you ever plan on doing that medpack?


Mon Nov 16, 2009 9:03 am
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Post Re: The Jump Laser
i didnt think separation worked on aemitters, only hdfirearms..


Mon Nov 16, 2009 9:30 am
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Joined: Fri May 29, 2009 10:53 am
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Post Re: The Jump Laser
should add in the UT3 kill streak sounds so when it chains and stops at 5 kills you hear UltraKill


Mon Nov 16, 2009 4:32 pm
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Post Re: The Jump Laser
I'm having a little trouble with this mod. When i fire the gun, there's no sign of something happening expect the fact that it lags. A lot. And enemies lose health/die. What is wrong?


Mon Nov 16, 2009 8:00 pm
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Post Re: The Jump Laser
Thanks for the comments guys.
411570N3, could you send me the older version? I was dumb enough to just delete the attachment without downloading it. I also am planning to redo the medpack, but not as a generic, boring healing boost.
Natti, do you have glows turned off? What the gun does it spawn a large amount of invisible MOPixels, that is what's causing the lag. They're supposed to glow, so unless you just have glows turned off, I don't know.
Some of you might have noticed that using this with the grappling gun causes the grapple gun to stop working. I've reuploaded the grappling gun with a fix to this problem.

Thanks for the comments guys, an update is coming soon, but first, I've got some Z'09 stuff to take care of.


Mon Nov 16, 2009 8:58 pm
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Post Re: The Jump Laser
Roon3 wrote:
411570N3, could you send me the older version?
Sure, not a problem.
I'd say something here, but Grif would have an aneurism.


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