a weapon that fires a couple of things.. kinda..

Ask questions, discuss ideas, get answers
Post Reply
User avatar
fo0k
Posts: 1434
Joined: Fri Oct 16, 2009 4:21 pm
Location: UK

a weapon that fires a couple of things.. kinda..

Post by fo0k »

so, imagine a static bot... that can rotate... he spawns.. then when enemy in range he spins around ready to fire (an rpg for example)

what i want is for the bot or weapon or 'something' to fire an invisible projectile every second 'all the time' separate from the rpg.. this invisible projectile should not be affected by gravity and instead just shoot straight down the sights of the rpg..

the invisble projectile has a sound attached to it with very short volume radius.. so as it passes you (no collision) you hear a quick 'beep'...

this is the warning system which tells the player that some big ugly bot is about to launch an rpg in their direction.

simple solution suggestion?
User avatar
Dennis|8749236
Posts: 239
Joined: Sun Nov 29, 2009 6:02 am
Location: Earth
Contact:

Re: a weapon that fires a couple of things.. kinda..

Post by Dennis|8749236 »

add another firearm in the RPG's code..
add fire delay on RPG
and make a new effect and the sound is beeping...
What is the meaning of Life?? (Don't think about it!)
User avatar
fo0k
Posts: 1434
Joined: Fri Oct 16, 2009 4:21 pm
Location: UK

Re: a weapon that fires a couple of things.. kinda..

Post by fo0k »

so the additional firearm in code... a weapon can fire two things like that?

Could you give me an example ? thanks!
tanelorn
Posts: 42
Joined: Thu Oct 14, 2010 6:19 pm

Re: a weapon that fires a couple of things.. kinda..

Post by tanelorn »

For a vehicle it's simple to add new weapons. But for a soldier using a handweapon, totally different issue. I tried it, and it really screwed up the firing times, reload anim, etc. even though it had identical fire rates, mag size, reload times, etc.

You may want to consider using effects instead. You could have it constantly releasing a bundle object with a sound attached to the bundle object as an armor effect. You'll just attach an emitter to the handweapon. But, I'm not sure if you can have that emitter active all the time. Firearms use effects that occur when you pull the trigger.
Tanelorn-Desert Combat Realism mod lead
DCR Website: http://www.tanelorn.us/dcr/pages/index.htm
DCR AI development: http://www.battlefieldsingleplayer.com/ ... opic=15529
DCR new features: http://bfmods.com/viewtopic.php?f=6&t=727
Post Reply