Allow burstrate/salvodelay to be 0

Allow burstrate/salvodelay to be 0

Requests for features in the spring code.

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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Allow burstrate/salvodelay to be 0

Post by smoth »

Currently, with emit sfx, if I have a weapon:

1) fires multiple shots(I.E. Shotgun) at 1 time
-- projectiles

2) fires more than 1 volley from different barrels at 1 time
-- burst

I cannot have all of my barrels firing simultaneously, instead they have at the very least a brief delay.

since we can no longer rely on emit sfx, can we have burstrate/salvo=0?
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Re: Allow burstrate/salvodelay to be 0

Post by FLOZi »

What's your objection to one-weapon-per-barrel?
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smoth
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Re: Allow burstrate/salvodelay to be 0

Post by smoth »

because I want the ability to have as many twin linked shotguns as possible?

I was able to easily have this before emitsfx was broken.

why NOT?
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Re: Allow burstrate/salvodelay to be 0

Post by FLOZi »

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smoth
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Re: Allow burstrate/salvodelay to be 0

Post by smoth »

that is WORSE than emit sfx in this case.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6240
Joined: 29 Apr 2005, 01:14

Re: Allow burstrate/salvodelay to be 0

Post by FLOZi »

I still don't fully understand the objection to 1 weapon per barrel - is it that you can't be 100% sure they will fire simultaneously?
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smoth
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Re: Allow burstrate/salvodelay to be 0

Post by smoth »

They will never fire simultaneously. It isn't that I am unsure.. it is that it CANNOT because of the burstrate thing.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6240
Joined: 29 Apr 2005, 01:14

Re: Allow burstrate/salvodelay to be 0

Post by FLOZi »

smoth wrote:They will never fire simultaneously. It isn't that I am unsure.. it is that it CANNOT because of the burstrate thing.
I don't mean one weapon switching barrels.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Allow burstrate/salvodelay to be 0

Post by smoth »

one burst set vs emit, per barrel it still happens in sequence.

However, burstrate can only go so fast it has a minimum delay? I dunno why, I just know with emit sfx I had it working it was as close to instant as I could want.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Allow burstrate/salvodelay to be 0

Post by smoth »

woo site is back up. I mean honestly flozi, if you can give me a burst rate that can do all shots seemingly simultaniously like emitsfx can produce I could really use it.

from my weapondefs/energycannon.lua

Code: Select all

local tripplenergygun = EnergyCannonClass:New{
	coreThickness		= 0.5,
	name				= "3 test gun",	
	sprayAngle			= 0,
	reloadtime			= 1.5,
	burst				= 3,
	burstrate 			= 0.000001,
	--projectiles			= 2,
	weaponVelocity		= 300,
	customparams = {
		effect1			= "smallgreymuzzle",
		linked		= true,
	},
}
honestly there is no difference between 0.001 and what I have here but I was trying to be ridiculous.

In my svn the unit badgermk3_test has this weapon and the pieces aligned horizontally...
Image
is what the shot will will look like.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6240
Joined: 29 Apr 2005, 01:14

Re: Allow burstrate/salvodelay to be 0

Post by FLOZi »

Image

I'm having a bad day so possibly just not getting what you are saying.

/give cl_adder_prime in MCL, attack ground, profit.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Allow burstrate/salvodelay to be 0

Post by smoth »

Oh man, I didn't realize. I will have to get with you later about it man. Just tell me next time!
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