Author Topic: Bullet Speed Limitations No more!  (Read 1629 times)

So you know how all the snipers really arent snipers because you have to lead the person, because the bullet travels too slow? Well what if you made a sniper, with the model of a sniper, but the function of a melee weapon? It would have no bullet, and no animation. Think of the tf2 sniper, you dont see his bullet traveling across the map. And then you could make the emitter the same as the bullet when it hits. The melee weapon will be extremely long, and reach..well, extremely far.

Possbile?


Wait, what? So instead of shooting the person from a semi safe distance, you run up and beat them over with a sniper?

He means a sniper rifle with instant hits.

Melee weapons actually still use a projectile, just an invisible/fast one that disappears quickly so it's short ranged.

A raycast would have instant-hit properties and be able to act like the one described. I made a support script which is in use for Team Deathmatch's Police Baton/Flag weapons to save projectile datablocks and it seems to work when set to use a longer range. I gave it to Bushido where he used it for a Sniper Rifle kind of weapon (the "Metal Slug") which appears to work fine.

So what does the ray cast actually do, what is it?

Wait, Space Guy I've seen you bring this up before. Didn't you say raycasts tend to be a bit on the laggy side of the projectile options? I mean... I'm glad  the "Metal Slug" appears to work fine, but how would a sniping DM server handle several kinds of weapons that use similar raycast "projectiles"?

Badspot needs to implement hitscan weapons.

I think it would save datablocks and be a bit better with model useage. Of course people have the option to make it a hitscan or not.
« Last Edit: April 07, 2009, 07:43:37 PM by General Omega »

The /warp command gave me this idea a month ago, but I can't Tourquescript

Wait, Space Guy I've seen you bring this up before. Didn't you say raycasts tend to be a bit on the laggy side of the projectile options? I mean... I'm glad  the "Metal Slug" appears to work fine, but how would a sniping DM server handle several kinds of weapons that use similar raycast "projectiles"?
The raycast is able to spawn a projectile of any kind at the end of it if it hits an object. This can be used to e.g. add a bullet explosion or the Metal Slug's projectile hit animation. (if you've seen it) It works fine with any amount of raycasting-type weapons - I commonly host servers that switch between Cops and Robbers and CTF and there has never been any problem, and Iban's CityRPG uses the same script for its tools all with special onHitObject functions which all work fine.

Badspot needs to implement hitscan weapons.

I think it would save datablocks and be a bit better with model useage. Of course people have the option to make it a hitscan or not.
Yes. Mine uses five or so variables for a projectile to spawn, sounds, range indicator, damage and damage type and if set it will replace the default weapon firing, otherwise perform as normal.
« Last Edit: April 08, 2009, 03:15:59 AM by Space Guy »

So, the Metal Slug is what I am asking for in this post?

Effectively, yes. It's a long range instant hit instant kill sniper rifle that looks really cool.

Any person with a brain can learn to compensate for bullet drag.

Effectively, yes. It's a long range instant hit instant kill sniper rifle that looks really cool.

it's turned into a much smaller but still really cool looking rifle called the 'old-school rifle'



this is hopefully the final version and you should see it released soon, if space can fix how you can't snipe anyone who is vertically lower then you are

EDIT: looks like we fixed that.
« Last Edit: April 08, 2009, 02:42:55 PM by Bushido »

Will this Gun have the ability to do one shot kills to the head but not the body?  I remember we had a sniper mod awhile ago that did that.

shots anywhere on the player will be an instant kill

it's called old-school for a reason. >:o