Poll

How do you want Rykuta to wrap this up?

Finish up with the 12 or so models already made, and release as a public set.
32 (43.8%)
Backtrack and grab a bunch of old models and mix and match with new to release the full 24+ weaponset you guys have been expecting.
36 (49.3%)
Release all finished codes to the public without doing anything to the current set, let the fans sort things out the way they want.
4 (5.5%)
Other, please post.
1 (1.4%)

Total Members Voted: 73

Author Topic: Hells&Khain Weaponry  (Read 232381 times)

looking forward to it, particularly the weapon mode switching since i need grenade launcher functionality for one of my guns :V

add a 9x zoom illuminated scope
silencer
grenade launcher
bipo- wait no tripod
foldable stock

silencer
grenade launcher
bipo- wait no tripod
foldable stock

swagged out to the point where you'll only need one bullet, ever
« Last Edit: July 11, 2013, 10:44:16 AM by Zloff »

does that mean the grenade launcher is just a decoration

of course not-- it's used as a foregrip

ah, of course


so uh, attempting to implement standard projectiles with spread (there is a very good reason for this) breaks ammo, leaving me with a rocket sniper rifle
by standard spread i mean the generic
function RocketCrocusImage::onFire(%this,%obj,%slot)
{     
   %projectile = %this.projectile;
   %spread = 0.00175;
   %vector = %obj.getMuzzleVector(%slot);
   %objectVelocity = %obj.getVelocity();
   %vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
   %vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
   %velocity = VectorAdd(%vector1,%vector2);
   %x = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
   %y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
   %z = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
   %mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
   %velocity = MatrixMulVector(%mat, %velocity);
   %p = new (%this.projectileType)()
   {
      dataBlock = %projectile;
      initialVelocity = %velocity;
      initialPosition = %obj.getMuzzlePoint(%slot);
      sourceObject = %obj;
      sourceSlot = %slot;
      client = %obj.client;
   };
   MissionCleanup.add(%p);
}

code barfed to the end of a weapon
how can i fix/work around this?

I interpreted that as you're trying to make it less accurate, if so:

%spread = 0.00175;

the higher this^ number is, the higher the spread will be. Try 0.003 or just play around with it

what
no
i mean that putting the code in there breaks ammo
niga you illiterate

well normally you'd subtract the item's ammo with onfire but idk how h&k works

what
no
i mean that putting the code in there breaks ammo
niga you illiterate
insomnia forgets with my comprehension so sure

edit: k well I don't fully understand the coding either since this is my first time looking at it but get rid of the onfire function, keep all the raycast code and try setting all of these to 0 or nothing, then make the tracer your rocket

    RYG_MaxDmg
    RYG_MinDmg
    RYG_FalloffMax
    RYG_FalloffMin
    raycastWeaponRange
    raycastExplosionProjectile
    raycastExplosionBrickSound
    raycastExplosionPlayerSound
    raycastDirectDamage
    raycastImpactImpulse

you'd basically just be making the raycast do nothing and making the tracer the damaging thing so I don't see how it could screw up ammo
« Last Edit: July 11, 2013, 12:13:21 PM by Zloff »

swagged out to the point where you'll only need one bullet, ever
or one grenade, w/e

Oh man reloadable weapons with the options of having infinite ammo with quality guns using that function.
Wets self

or one grenade, w/e
no

you only need one bullet

if ur not mlg go ahead and use the gl

no

you only need one bullet

if ur not mlg go ahead and use the gl
yeah screw the noob tube!

pros keep it as a decoration to disguise them as noobs

make the tracer your rocket
i... don't know why i didn't realize i could do that
thanks then senor