Page 1 of 1
Full-auto launchers? -- Solved
Posted: Mon Aug 14, 2006 8:10 pm
by t551
I was wondering, is it possible to have a launcher fire in full-auto? I compared the root cannon and launcher odf's, and there is nothing about a fire mode. Is semi-automatic a property of the launcher class, or can it be changed?
RE: Full-auto launchers?
Posted: Mon Aug 14, 2006 8:14 pm
by PR-0927
Easy. You change the "TriggerSingle" thing to 0. Also, you reduce the ShotDelay.
- Majin Revan
RE: Full-auto launchers?
Posted: Mon Aug 14, 2006 8:16 pm
by t551
Okay, thanks.
RE: Full-auto launchers?
Posted: Mon Aug 14, 2006 8:23 pm
by t551
That doesn't work. When I set TriggerSingle to 0, and reduce the ShotDelay to 0.01, the weapon is still semi-auto, but it fires a 4-6 round burst instead of one projectile.
RE: Full-auto launchers?
Posted: Mon Aug 14, 2006 8:36 pm
by yoyam
Thats awesome, btw what are you making an auto rocket launcher for? Seems a little....overpowered.
RE: Full-auto launchers?
Posted: Mon Aug 14, 2006 8:58 pm
by t551
It's not a rocket launcher, just something that needs to fire homing projectiles =)
Posted: Tue Aug 15, 2006 3:43 am
by Syth
Change it to 0.02, thats how fast the rifles fire. If it still shoots in bursts change the line below in the weapons odf, to look like the one below. (unless you want it to shoot in bursts)
SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"
Note- SalvoCount is the amount of shots your weapon fires in each burst.
If your having trouble making it auto it might be because it wont let you. I tried making the arc caster auto but it didnt work
Posted: Tue Aug 15, 2006 3:55 am
by OGEB1103
Just take the rifle odf and change the ord to that of the rocket. You should get a rifle that fires rockets instead of bolts. Then work your way from there.
Posted: Tue Aug 15, 2006 10:21 am
by t551
Actually, I got the launcher to work by commenting out the triggersingle line, and setting the ShotDelay to 0.25. It turns out that I got it to fire fullauto, just the shot delay was so low that it looked like a burst weapon.
Posted: Tue Aug 15, 2006 2:54 pm
by PR-0927
You also need a higher value for "RoundsPerClip" for it to work in a...correct way.
- Majin Revan
Posted: Tue Aug 15, 2006 5:08 pm
by t551
Yeah, I have 20 rounds per clip.