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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: Variable Explosive and Distance Grenade Launcher
Probably nothing, sadly.
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Mon Jan 11, 2010 6:03 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Variable Explosive and Distance Grenade Launcher
It needs to have a mode where you can fire guns that shoot.
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Mon Jan 11, 2010 6:07 am |
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Metal Meltdown
Banned
Joined: Thu May 14, 2009 9:22 pm Posts: 826 Location: Lookin' forward to mocking people on Jan 1st 2013.
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Re: Variable Explosive and Distance Grenade Launcher
Err, Kyred already did that.
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Mon Jan 11, 2010 8:22 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Variable Explosive and Distance Grenade Launcher
Didn't notice that. Anyway, a universal cannon would be useful. Fire anything.
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Mon Jan 11, 2010 8:30 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Variable Explosive and Distance Grenade Launcher
Metal Meltdown wrote: Err, Kyred already did that. []http://filesmelt.com/dl/Flying_Shotgun.gif[/] If you look closely you see why the Mauler Shotgun reoriented itself. ( To line up the perfect headshot, and yes I do mean it shot the dummy just before collision )
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Mon Jan 11, 2010 8:44 am |
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Metal Meltdown
Banned
Joined: Thu May 14, 2009 9:22 pm Posts: 826 Location: Lookin' forward to mocking people on Jan 1st 2013.
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Re: Variable Explosive and Distance Grenade Launcher
It shot the dummy in the neck, not the head. Just nitpicking. So it was actually aiming for the torso.
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Mon Jan 11, 2010 8:46 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Variable Explosive and Distance Grenade Launcher
Not THIS, is a good weapon idea. GJ
STONE FIGHT!!!
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Mon Jan 11, 2010 12:16 pm |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: Variable Explosive and Distance Grenade Launcher
Anyone thinking Fallout 3 Rock-It Launcher?
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Mon Jan 11, 2010 2:36 pm |
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wiffles
Joined: Fri May 08, 2009 1:39 am Posts: 482 Location: Playing a children's card game
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Re: Variable Explosive and Distance Grenade Launcher
aye. Also, I dare someone to make teddy bears, tin cans, and normal objects etc..
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Mon Jan 11, 2010 11:08 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: Variable Explosive and Distance Grenade Launcher
Huh... a successful manipulation of inventory? Good times.
I'm curious to pop the script open and see what's what...
EDIT: Okay... so you do Inventory() to the actor, and the thing you get back from that is the next inventory item? Does this get rid of the inventory item? Or will the gun just keep shooting the same thing over and over?
Sadly this Inventory() function is missing from the documentation... the inventory functions that ARE documented aren't entirely reliable, so I've found.
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Mon Jan 11, 2010 11:32 pm |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Variable Explosive and Distance Grenade Launcher
Darlos9D wrote: Huh... a successful manipulation of inventory? Good times.
I'm curious to pop the script open and see what's what...
EDIT: Okay... so you do Inventory() to the actor, and the thing you get back from that is the next inventory item? Does this get rid of the inventory item? Or will the gun just keep shooting the same thing over and over?
Sadly this Inventory() function is missing from the documentation... the inventory functions that ARE documented aren't entirely reliable, so I've found. It's a copy gun, all you need is an identity, which is the grenade. Besides, copying the inventory is old stuff, it was there even before Geti's Zombies '09.
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Tue Jan 12, 2010 8:24 am |
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war_man333
Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
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Re: Variable Explosive and Distance Grenade Launcher
This is a great idea! Good job.
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Tue Jan 12, 2010 10:50 pm |
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hax
Joined: Tue Aug 11, 2009 2:42 am Posts: 321 Location: On an iceberg typing away...
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Re: Variable Explosive and Distance Grenade Launcher
there should be a full power launch or no charge function for times that you just have to shoot.
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Thu Jan 14, 2010 4:46 am |
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Eagle0600
Joined: Thu Aug 13, 2009 7:25 am Posts: 7
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Re: Variable Explosive and Distance Grenade Launcher
hax wrote: there should be a full power launch or no charge function for times that you just have to shoot. If this can be done reasonably. You could make it use a button, maybe 'c', or 'z'. Even better, you could have it read the button from an ini file the way DarkStorm does.
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Fri Jan 15, 2010 2:13 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: VED Grenade Launcher *Update: Trajectory Guide
What is this "wall" you speak of?
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Fri Sep 03, 2010 1:37 am |
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