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Posted: 24 Mar 2007, 15:41
by rattle
That's not the only thing which is getting ignored.
Posted: 24 Mar 2007, 17:12
by Crampman
Yes, but I can't sync an emit-weapon with a burst-one.
And, as rattle said, many things are ignred, like the accuracy.
Could this be fixed ?
Posted: 24 Mar 2007, 17:32
by KDR_11k
Sprayangle works.
What do you mean with syncing an emit and a burst weapon?
Posted: 24 Mar 2007, 17:55
by Crampman
I'm trying to make a cool-looking twin-bolter.
I first used a burst-weapon (4 burst) , sync with a sound with 4 shots.
But that with a emit-sfx weapon, that would be better
Posted: 24 Mar 2007, 18:24
by rattle
I'd stick with burst weapons.
Remember to use EndBurstX() to change firepoints and FireWeaponX() to do the visuals (recoil, particles etc). If you use more than one firepoint that is...
Posted: 24 Mar 2007, 20:21
by Crampman
I use that, for the moment : i use a '2-bolts-in-1-shot' shell.
But it's not perfect

Posted: 24 Mar 2007, 20:50
by Zpock
You can also do hacky script-reloading to make burst like weapons. This tends to shoot more in one burst then it should sometimes... wich is kind of cool in a way...
But you get proper barrel switching and flares, sounds etc.
Posted: 24 Mar 2007, 21:46
by rattle
Crampman wrote:I use that, for the moment : i use a '2-bolts-in-1-shot' shell.
But it's not perfect :-)
I know. But it's pretty.
Zpock wrote:You can also do hacky script-reloading to make burst like weapons. This tends to shoot more in one burst then it should sometimes... wich is kind of cool in a way...
But you get proper barrel switching and flares, sounds etc.
Ammunition is rather easy. It's really simple to delay weapons, i.e. left barrel, then right barrel or just have ammo on the unit and make it reload after X rounds.
For instance I changed the peewee script to have it fire 30 rounds, then pause for 4.5 seconds and make the text reload appear over it's head. Not very practical but adds diversity. I'm kind of missing this in mods... there's so much cool stuff you can do and even more cool stuff once COB->LUA is fully implemented.