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[ 8 posts ] |
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spungypirate
Joined: Tue Feb 16, 2010 6:07 am Posts: 98
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Offsets kicking my ass
Yea, me again. This time, while I am making my weapon, I have run into a hard spot. I have made the weapon, set up the RTE, the Inis, everything but Offsets. I have read the wiki article, read No-ones guide, read azukis' post on it, everything and still, whenever I load it up they are ♥♥♥♥ up and my clone wielding my gun explodes when it is fired. The weapon is intended to be a compressed air gun. Shooting a block of air to decimate enemies at close range (currently, its basically an invisible shotgun with massive rape). If someone could either make these right for me, or help me out enough that I learn how to do these right, it would be amazing. Attachment:
File comment: Here it is, the messed up weapon.
Compresser.zip [28.58 KiB]
Downloaded 153 times
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Sat Mar 27, 2010 6:57 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Offsets kicking my ass
Your clone exploding is either due to the gun firing too much mass resulting in a large impulse on the actor, likely higher than his gibimpulselimit but a magnitude of lots, or your muzzleoffset is inside him.
Offsets work like so: X+ -> X- <- Y+ V Y- ^ However, if you have your spriteoffset set up correctly, they should be from the middle. To set up your spriteoffset correctly, get the dimensions of the sprite to be used (for example, 10 x 6) and then divide them by two, and have them negative (for this example, -5, -3). Now all your offsets should be correct.
Some other offsets for actors work differently, but for a simple HDFirearm this should help.
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Sat Mar 27, 2010 7:43 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Offsets kicking my ass
I haven't looked at the offsets, but I doubt they are the source of your main problem.
Your gun is trying to fire 10 (ten) 100 mass objects going at a fire velocity of 100 at a fire rate of 1000.
Any actor who holds this is going to be torn apart by just the recoil.
EDIT: Geti-ninja. Anyhow, if you absolutely want to fire something that devastating and have the actor survive, you need to have the gun fire an AEmitter that immediately fires the desired high mass particle, effectively removing your actor from the catastrophic transfer of force.
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Sat Mar 27, 2010 7:54 am |
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spungypirate
Joined: Tue Feb 16, 2010 6:07 am Posts: 98
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Re: Offsets kicking my ass
yea, thats prolly it. I was attempting to make it shoot an incredibly rapy blast of air. The only way I could think to do that was a really heavy particle with no sharpness quickly, so whatever it hit would gib, and it works, just also gibs my dude. Well thanks, I just have to figure out a better way of doing it.
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Sat Mar 27, 2010 3:45 pm |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: Offsets kicking my ass
spungypirate wrote: yea, thats prolly it. I was attempting to make it shoot an incredibly rapy blast of air. The only way I could think to do that was a really heavy particle with no sharpness quickly, so whatever it hit would gib, and it works, just also gibs my dude. Well thanks, I just have to figure out a better way of doing it. Shoot a AEmitter, which in-turn shoots this 'rapy blast of air'
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Sat Mar 27, 2010 4:45 pm |
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spungypirate
Joined: Tue Feb 16, 2010 6:07 am Posts: 98
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Re: Offsets kicking my ass
Yea, I will have to do that, though I have no idea how... I will start to poke around the wiki and other mods inis for reference.
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Sun Mar 28, 2010 5:56 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Offsets kicking my ass
Look at the code for the Coalition heavy sniper.
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Sun Mar 28, 2010 6:43 am |
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ajlw
Joined: Mon Mar 15, 2010 11:46 pm Posts: 67
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Re: Offsets kicking my ass
Hey, thanks, this 'll actually help me out too.
I made a sniper that needs to be crouch-used, else it'll either blow you UPwards or make you fall off the nearest ledge -.-
Problem is, when firing it too quickly you will fly, FLY little birdy!
... s-so yeah, thanks for that. And this thread...
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Sun Mar 28, 2010 11:22 am |
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