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Allow burstrate/salvodelay to be 0
Posted: 01 Mar 2014, 15:29
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?
Re: Allow burstrate/salvodelay to be 0
Posted: 01 Mar 2014, 15:32
by FLOZi
What's your objection to one-weapon-per-barrel?
Re: Allow burstrate/salvodelay to be 0
Posted: 01 Mar 2014, 15:37
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?
Re: Allow burstrate/salvodelay to be 0
Posted: 01 Mar 2014, 17:41
by FLOZi
Re: Allow burstrate/salvodelay to be 0
Posted: 01 Mar 2014, 18:09
by smoth
that is WORSE than emit sfx in this case.
Re: Allow burstrate/salvodelay to be 0
Posted: 01 Mar 2014, 18:44
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?
Re: Allow burstrate/salvodelay to be 0
Posted: 01 Mar 2014, 18:53
by smoth
They will never fire simultaneously. It isn't that I am unsure.. it is that it CANNOT because of the burstrate thing.
Re: Allow burstrate/salvodelay to be 0
Posted: 01 Mar 2014, 19:14
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.
Re: Allow burstrate/salvodelay to be 0
Posted: 01 Mar 2014, 20:03
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.
Re: Allow burstrate/salvodelay to be 0
Posted: 01 Mar 2014, 21:55
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...

is what the shot will will look like.
Re: Allow burstrate/salvodelay to be 0
Posted: 01 Mar 2014, 22:00
by FLOZi
I'm having a bad day so possibly just not getting what you are saying.
/give cl_adder_prime in MCL, attack ground, profit.
Re: Allow burstrate/salvodelay to be 0
Posted: 01 Mar 2014, 22:11
by smoth
Oh man, I didn't realize. I will have to get with you later about it man. Just tell me next time!