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 Zorg Industries Incorporated 
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Joined: Wed Sep 09, 2009 3:16 am
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Post Re: Zorg Industries Incorporated
What your looking for is this variable in the HDFirearm's script:
Code:
ParticleSpreadRange = [whatever you want it to be]


1 = no spread and 360 = shoots all around.


Mon Jun 07, 2010 5:13 am
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Post Re: Zorg Industries Incorporated
Quote:
What your looking for is this variable in the HDFirearm's script:

Code:
ParticleSpreadRange = [whatever you want it to be]

1 = no spread and 360 = shoots all around.


That just makes the bullet come out of the gun at any angle.
The Coalition drone uses that to make its shredder field.

Quote:
Look through the code for something called aimrange or something.


I'll try that.


Mon Jun 07, 2010 5:40 am
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Post Re: Zorg Industries Incorporated
It's cause the shredder drone has a high ROF. [Rate of Fire] like digger fast.
Edit: and aimrange is how far you can aim, and that isn't even the right term.
the correct term would be
Code:
SharpLength = 130


Edit2: Oh nvm, i thought you meant for the gun, you want it have no restrictions for the angle you can fire at right?


Last edited by dragonxp on Mon Jun 07, 2010 5:44 am, edited 1 time in total.



Mon Jun 07, 2010 5:41 am
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Post Re: Zorg Industries Incorporated
No its not. When I made the first drone (Grenade launcher drone) I adapted it from the coalition drone and forgot to change the particle spread range.
It wasn't a pretty sight when it fired.

Can you give drone arms?


Mon Jun 07, 2010 5:44 am
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Post Re: Zorg Industries Incorporated
Here, Allstone was right, [sorry btw, misconception]
Mess around with these:
Code:
AimAngle = 0
   AimRange = 0.5


edit: and i don't think you can give them arms, im pretty sure you cant.


Mon Jun 07, 2010 5:45 am
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Post Re: Zorg Industries Incorporated
You can't give them arms, you can bind an AHuman to them with Lua though.


Mon Jun 07, 2010 6:17 am
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Post Re: Zorg Industries Incorporated
I saw "Zorg" and this was pretty much my first thought:
Image

Sadly this gun couldn't exist in CC right now. And Zorg himself would be a piss-poor actor.


Mon Jun 07, 2010 8:25 pm
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Post Re: Zorg Industries Incorporated
Why not? Use the Multiple firing modes script and a badass sprite.

Looks kinda like the archangel's sniper from Mass Effect 2.

I'm liking the mod though, especially because of the jetpacks.


Tue Jun 08, 2010 9:12 pm
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Post Re: Zorg Industries Incorporated
Darlos9D wrote:
I saw "Zorg" and this was pretty much my first thought:


Sadly this gun couldn't exist in CC right now. And Zorg himself would be a piss-poor actor.

luv that movie.
Now I want that gun in cc now. Now.
cavecricketgohinthinthint


Tue Jun 08, 2010 9:51 pm
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Post Re: Zorg Industries Incorporated
viewtopic.php?f=75&t=18944
Obviously I didn't really do anything, but I figured that knowing what to make would be a good start.

BACK ON TOPIC NOW

Major, I agree with Contrary; get some spidery walkers up in this ♥♥♥♥♥. You could be the one to revolutionize ACrabs and make them not suck. I mean, this mod is already a great start.


Tue Jun 08, 2010 10:56 pm
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Post Re: Zorg Industries Incorporated
Can't one merge two ACrabs and have it have one main turret and one turret ontop and eight legs?


Tue Jun 08, 2010 11:11 pm
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Post Re: Zorg Industries Incorporated
What does CharHeight do?
Every time I try and edit my origional spider the offsets seriously ♥♥♥♥ up.
The spider drones legs are currently rotated 180 and the left leg is on the right and vice versa. The only way I could get the thing off the ground was to make the sprite offsets really high and changing the crabfootgroup's offset vectors changes nothing the bloody thing still sinks into the ground. :x


Sat Jun 19, 2010 5:47 am
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Post Re: Zorg Industries Incorporated
I think, it means how tall your actor is. Also positions the health meter higher. [Disclaimer: i don't use CharHeight]


Sat Jun 19, 2010 5:55 am
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Post Re: Zorg Industries Incorporated
Doesn't it also control how far you can pick up things too?


Sat Jun 19, 2010 1:50 pm
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Post Re: Zorg Industries Incorporated
Yep, it does.


Sat Jun 19, 2010 2:46 pm
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