Author Topic: Chain gun?  (Read 2910 times)

Its a gun that shoots a big chain(atleast a 1X2 brick sized chain?) that, when it hits something it sticks and leaves its chain there to walk on...but it its shot or hit my anything it disappears...


What I first thought.

Lol, but there is already the hookshot that is kinda like this.

What I first thought.

Lol, but there is already the hookshot that is kinda like this.
same here

What I first thought.

Lol, but there is already the hookshot that is kinda like this.
yah theres already a hookshot but i think the man is saying a chainshot that hurts you

Seems to be kind of a "platform gun" that shoots a really long, really thin platform in a straight line to wherever you hit.

Should be possible, but it'd need a specialized model for the chain and would either create a million laggy static shapes or have about three really stretched links in the chain over a hundred or so studs.

Quick mockup of what I think he wants -


The gun shoots a projectile
If it hits a person, it'll do damage but not much else - perhaps a 'pull' effect
If it hits a wall, it will create a very long 'chain' between where you fired it
You can walk on this chain, so can other people
If anybody shoots the chain, it breaks and falls apart
« Last Edit: July 11, 2009, 04:26:21 AM by Space Guy »

just add damage to the hookshot

You can't walk on the hookshot line.

Make a shape and scale it?

It would be hard to make it look chain-y but it's probably the best solution.

Yes, that's what I was thinking.

The only problem is that I don't know how to turn a vector (from you to the point) into a rotation... (for a static shape)


I'm thinking more along the lines of a shape made of a couple of planes or a low-poly cylinder, if the texture repeated infinitely, it wouldn't matter how long the chain was, although exploding into debris might be a problem.

Spawn an explosion with a debris shape every few units along the chain?

Really short chains probably wouldn't be able to be fired or perhaps just not explode into pieces.


Placing lots of "chain link" statics may cause lag if you decide to create a bridge over some massive chasm. Perhaps a maximum length to it?