The demo unit for that feature was the bunny from Lolimod, fires twin rocket launchers in a 3 round burst (i.e. 6 projectiles in total) with each projectile launching at a different angle.
Use ShotX to cycle through your firepoints, QueryWeapon gets called by the aiming code as well.
Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
Quote:
Cannon (anything that didn't trigger another weapon) Aka plasma. Shoots a ballistic projectile. Unlike the DGun it aims properly. Can't be emit-sfxed properly, maybe a ballistic DGun can fill that role.
Long story short, you can't emit cannon shots. Just give it another weapon and slave to 1. That will achieve the desired behavior. I agree though, I prefer to emit weapons when I can just for efficiency's sake, but with a cannon projectile you cannot to it. The projectile will explode usually the moment it is emitted (A lot of this has to do with the fact that the emitted cannon projectile gains no velocity and just falls to the ground usually (if it didn't explode outright).
So, your choices are, A: give it another weapon, slave 2 to 1, or B: use a different weapontype. Shitty.
I suggest petitioning the devs to fix cannon weapontype emits.
1. That will achieve the desired behavior. I agree though, I prefer to emit weapons when I can just for efficiency's sake, but with a cannon projectile you cannot to it.
No other weapon can get high trajectory. Dealwithit.jpg.
Forboding Angel wrote:
The projectile will explode usually the moment it is emitted
You didn't read the thread. it emits fine. It doesn't fall to the ground etc.
Forboding Angel wrote:
(A lot of this has to do with the fact that the emitted cannon projectile gains no velocity and just falls to the ground usually (if it didn't explode outright).
Cannon (anything that didn't trigger another weapon) Aka plasma. Shoots a ballistic projectile. Unlike the DGun it aims properly. Can't be emit-sfxed properly, maybe a ballistic DGun can fill that role.
Long story short, you can't emit cannon shots.
That's outdated information. You can emit cannon shots these days.
Still, for twin-linked guns the projectiles tag is the better option. The ShotX function can cycle between firing points in a multi-projectile attack just fine. Emit-sfx makes more sense if you want to force the weapon on a different trajectory than the engine would aim at (e.g. the spread attack pattern on KP's touhou units). Linking two actual weapons on the unit only makes sense if they're not alike.
Anyway, emit-sfxing for aimed shots is not a good idea because the aim of the parts on the model is often off as the aiming function only gets called in certain intervals. It's usually too small to notice but when you use it for aiming shots it'll amplify the aiming error.
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