Poll

http://forum.blockland.us/index.php?topic=262308.msg7806183#msg7806183

Make a new thread
5 (33.3%)
Use this one
10 (66.7%)

Total Members Voted: 15

Author Topic: Taboo's Wares - Titanfall Weapons Beta Release 2 - Shotgun Respect Edition  (Read 24053 times)

Damn, these are really nice.

I wanna say that the railgun projectile should be a lot faster but if it was it'd be really overpowered

uh woops gettin up at 6 like a cool guy

Just set altImage variables in the image datablock to the image you want to switch to right right click, put disableDrop = 1 for images you dont want to drop then do a single package in server.cs like this (you might want to indent that code better)
I guess I'll get this going shortly.

lol @ the holosight on the UMP
¯\_(ツ)_/¯

I wanna say that the railgun projectile should be a lot faster but if it was it'd be really overpowered
It can't be any faster.

oh lol, makes sense then

Also, should I still host then? Anyone interested?

hey taboo, nice job man keep it up!

hey taboo, nice job man keep it up!
senpai noticed me


Keep the weapons names like that.

I'm going to host in a little bit, does anyone have recommendations for builds?

It can't be any faster.
NONSENSE
Code: [Select]
package PACKAGE NAME
{
function Projectile::onAdd(%obj,%a,%b)
{
if(%obj.dataBlock.getID() == PROJECTILE NAME.getID())
{
%obj.initialvelocity=vectorscale(vectorNormalize(%obj.initialvelocity),NEW VELOCITY HERE);
}
Parent::onAdd(%obj,%a,%b);
}
};
activatePackage(PACKAGE NAME);

But doesn't that look janky as hell? Like, visually?

...yes

it does

it's really only useful if you want a "delayed raycast" type of thing, whereas the projectile isn't visible. Rykuta apparently found a way to get the projectile image to go as fast as the physical projectile, but I haven't seen it in-game or a piece of it's code

boo
I'll stick to what is known and working for now, then.

Make more weapons you swine! forget the beta build make it beta^2