Poll

How should the grenade behave?

1 second arming delay, then explode on impact/5 seconds in air(deals damage if bouncing off bots/players)
14 (18.7%)
Explode directly on impact
30 (40%)
1/2 second arming delay, then explode on impact/5 second in air(deals damage if bouncing off bots/players)
31 (41.3%)

Total Members Voted: 74

Author Topic: The M41-A Pulse Rifle  (Read 15823 times)

sure, i might have to make that soon, i've always liked that gun. once i get a bunch of these incomplete projects finished i'll be sure to work on it ;)


in im srry if im pissin u off im just a huge fan of you

not at all. i am seriously a fan of the XM8 personally, no worries :)

would you still like to help me with my map it would be badass if u came to my server in ppl would be like *jaws hit the floor*

if u need me il be at my server witein for ppl to come if u deside to get on check out my server my bl name is DRUNK RUSSAIN

maybe i might, idk. though what would i be working on?

idk maybe the best u can do just try your best in il give u super admin btw if u cant do the map the best we can make a costum map

building the map itself? or a build on the map?

i mean il bulid the map u just help me add itemsif u know what i mean but i will stil love it if u come


well my servers up hope u come :cookieMonster: :cookie:

bump for poll

edit: be sure to comment if you have a way the grenade should behave that isn't listed
« Last Edit: August 05, 2011, 01:59:09 PM by Midway Sentinel »

Your turning into one of my favorite modelers.

thanks.

and btw. UPDATE: Grenade launcher is now working, but i still need this:

Code: [Select]
   function Armor::onTrigger(%this, %player, %slot, %val)
   {
      if(%player.getMountedImage(0) $= M41AImage.getID() && %slot $= 4 && %val)
      {
         if(%player.lastGrenade !$= "" && getSimTime() - %player.lastGrenade < 3000)
         {
            return;
         }
         %projectile = grenadeProjectile;
         %vector = %player.getMuzzleVector(0);
         %objectVelocity = %player.getVelocity();
         %vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
         %vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
         %velocity = VectorAdd(%vector1,%vector2);
         %p = new Projectile()
         {
            dataBlock = %projectile;
            initialVelocity = %velocity;
            initialPosition = %player.getMuzzlePoint(0);
            sourceObject = %player;
            sourceSlot = 0;
            client = %player.client;
         };
         %player.lastGrenade = getSimTime();
         serverPlay3D(grenadeFireSound,%player.getPosition());
         MissionCleanup.add(%p);
         return %p;
      }
      Parent::onTrigger(%this, %player, %slot, %val);
   }
could someone modify it to:

1. play an animation on the weapon after/as it fires (i will name it later)
2. set the node if fires from to a MS3D node called "glmuzzlePoint"