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Shells

Posted: Tue Apr 15, 2008 11:50 pm
by ryukaji
I just had an idea and I want to ask if it could be done
I want to know if there is a way to have the bullet shells pop out when you shoot

Re: Shells

Posted: Wed Apr 16, 2008 7:11 am
by Caleb1117
Maybe... just spitting out ideas here, but a secondary ordnance, that fires sideways, in an arc like a mortar, and you could give it a small "shell" mesh instead.

Re: Shells

Posted: Wed Apr 16, 2008 8:54 am
by ryukaji
Oh yeah i remember the line in the bowcaster and it could change to sideways and then I would just need the shell msh

Re: Shells

Posted: Wed Apr 16, 2008 9:06 am
by Penguin
A msh would be too expensive, Just use a custom texture replacing the laser on the second ord. :P

Re: Shells

Posted: Wed Apr 16, 2008 9:11 am
by ryukaji
but then wouldnt it be all light and glowing

Also it would be coming out of the barrel so would you need a second firepoint to have the shell come out right?

Re: Shells

Posted: Wed Apr 16, 2008 1:32 pm
by Caleb1117
You can make it not glow, and make it, so it looks solid.

Re: Shells

Posted: Wed Apr 16, 2008 2:01 pm
by Teancum
But can texture-only ordnance be affected by physics? Shells would be affected by gravity.

Re: Shells

Posted: Wed Apr 16, 2008 3:41 pm
by MandeRek
Ok, we basicly know how to do this now.. If we need a msh, just say so, and give me 1 minute; that's not the deal here..

So how would we do this? Call out a second odf in the weapon odf, with what line? And what should be in this odf? :?

Re: Shells

Posted: Wed Apr 16, 2008 3:53 pm
by Caleb1117
Basically the same as a secondary ordnance of the game's shipped weapons, to get it to mortar a "shell" msh a very short distance, I.E. a few inches. at the same time the weapon fires every time it fires. Have the shell mshes roll about on the ground for like 2-3 seconds, before they "expire" in a invisible explosion, that does no damage.

The question is, how do you get it to fly out the side? I'm not sure if the bowcaster code would work.

A new null might need to be added to the gun.

Re: Shells

Posted: Wed Apr 16, 2008 4:00 pm
by Maveritchell
Caleb1117 wrote:A new null might need to be added to the gun.
Weapons don't technically fire from guns, they fire from the unit (weapons don't shoot people, people shoot people :lol: ).

No matter how many hardpoints you call, a weapon's not going to fire from anything other than approximately his torso. They just fake you out because most weapons fire too fast to notice.

And you could try making it fire sideways by adjusting the ShotPatternPitchYaw, but more than likely it wouldn't have the effect you want. (Make the second number big, it controls side-to-side.)

Code: Select all

ShotPatternPitchYaw     = "0.0 0.0"
I wouldn't worry too much about making a shell fire sideways. Making a weapon do something fancy is all about tricking people into thinking that it's doing something it's not - it's not about making a weapon actually do what you want it to do, necessarily.

Re: Shells

Posted: Wed Apr 16, 2008 5:02 pm
by ryukaji
Well if it doesnt go sideways it wont look right but I dont even see how to get it to work because how do you tell only the secondary ordnance to go sideways without the main one going sideways also