• GDCW Weapons
    1,394 replies, posted
  • Avatar of texanderson
  • [QUOTE=Alexis-nyan;25257692]another frog =/[/QUOTE] i'm gonna try to stop this alexis that frog is the get out frog used when there is too much stupid or crazy stuff going on sorry for ruining your fun
  • Avatar of beanhead
  • [QUOTE=Alexis-nyan;25257692]another frog =/[/QUOTE] :frog: [editline]09:01PM[/editline] [QUOTE=texanderson;25260119]i'm gonna try to stop this alexis that frog is the get out frog used when there is too much stupid or crazy stuff going on sorry for ruining your fun[/QUOTE] :hfive:
  • Avatar of Jeff the Hobo
  • [QUOTE=texanderson;25260119]i'm gonna try to stop this alexis that frog is the get out frog used when there is too much stupid or crazy stuff going on sorry for ruining your fun[/QUOTE] The get out frog in question [img]http://sae.tweek.us/static/images/emoticons/emot-frogout.gif[/img] The moderators removed :frogout:, most likely because it, and :dogout: were overused.
  • Avatar of crazyninja5
  • Great sweps i love them...but when i try and aim down the ACOG scope it doesn't work and it just zooms in. No crosshair or anything. But still Great :D
  • Avatar of DesumThePanda
  • [QUOTE=CG62;24839119]Technically speaking, the MP7 was designed to penetrate body armor, but then that's me talking about something I don't know like I know about it.[/QUOTE] MP7 can penetrate heavy armor, but its main use was a great self defence SMG that could reach further than most other SMGs.
  • Avatar of Generic Default
  • [QUOTE=XanyholesagoalX;25921826]generic default, you still working on this?[/QUOTE] Yep, I'm just not making as much progress as I used to. In the next update I will have tracers that can be seen from behind, not just the side.
  • Avatar of Magmacow358
  • [QUOTE=Generic Default;25999222]Yep, I'm just not making as much progress as I used to. In the next update I will have tracers that can be seen from behind, not just the side.[/QUOTE] Can you make it so the guns do make everything explode?
  • Avatar of Trooper0315
  • [QUOTE=Magmacow358;25999736]Can you make it so the guns do make everything explode?[/QUOTE] Some real bullets do that so strays don't cause as much damage to buildings and such.
  • Avatar of Hellsing
  • I've whined about this before... But where is that credit you said you would give me lol? I don't really care about it. Just that it has been brought up like 4 times before... I guess I really do care about it then, But yea credit Plz. If you are wondering what I did again, I taught you tables and gave you my script for Hit Groups.
  • Avatar of Sgt.Foley
  • [QUOTE=Generic Default;25999222]Yep, I'm just not making as much progress as I used to. In the next update I will have tracers that can be seen from behind, not just the side.[/QUOTE] (I'm pretty sure this is a problem) Can you fix the weapons having to light boxes on fire?
  • He probly using util.Blastdamage. Obviouslly doesnt know what the fuck hes doing o.O
  • Avatar of Hellsing
  • [QUOTE=_Zoey_;26210051]He probly using util.Blastdamage. Obviouslly doesnt know what the fuck hes doing o.O[/QUOTE] I hate.... hating, But I think you don't belong in THIS thread.
  • Avatar of DesumThePanda
  • [QUOTE=_Zoey_;26210051]He probly using util.Blastdamage. Obviouslly doesnt know what the fuck hes doing o.O[/QUOTE] If a bullet hits a hard object, and isn't embedded into it or penetrates, it can make a small explosion, which is one of the reasons why you can still be injured when hit by a bullet even if you are wearing a bulletproof vest.
  • Avatar of shoe
  • Yes, but take it from a guy who has put a few thousand rounds downrange... If I shot a target and it suddenly caught on fire... I'd take the ammo and put it in a very special place, where no one could find my new personal Jesus, and there isn't enough kinetic energy in the mass of the bullet to cause an explosion actually. The 'explosion' you are seeing is the lead temporarily liquidating, it is the lead shearing off at an angle of impact. The only round capable of having enough kinetic energy to cause an 'explosion', is the prototype railgun being developed for the navy.
  • Avatar of DesumThePanda
  • [QUOTE=shoe;26223041]Yes, but take it from a guy who has put a few thousand rounds downrange... If I shot a target and it suddenly caught on fire... I'd take the ammo and put it in a very special place, where no one could find my new personal Jesus, and there isn't enough kinetic energy in the mass of the bullet to cause an explosion actually. The 'explosion' you are seeing is the lead temporarily liquidating, it is the lead shearing off at an angle of impact. The only round capable of having enough kinetic energy to cause an 'explosion', is the prototype railgun being developed for the navy.[/QUOTE] Either way, the "explosion" caused int he game looks more like dirt being dispersed into the air, and the explosion is very small, so the shot has to be right next to the target, I mean RIGHT NEXT TO IT, to cause splash damage.
  • Avatar of Blargh123
  • What Zoey means is that he could use a different method of dealing this damage. Util.Blastdamage limits damage type to explosive, and it would probably be better to use a for in loop to achieve the same effect with a bullet damage type. You could even make the damage decrease with distance, as if you WERE using util.Blastdamage. local dmg = DamageInfo() (Set your damage type, amount, etc here) for k,v in pairs (ents.FindInSphere (self:GetPos(), 3) ) do v:TakeDamageInfo(dmg) end Oh, and, last time I checked, the bullet entities move every frame, and if I'm not wrong, frame time differs between servers. Eh.
  • Avatar of Hellsing
  • [QUOTE=Blargh123;26230026]What Zoey means is that he could use a different method of dealing this damage. Util.Blastdamage limits damage type to explosive, and it would probably be better to use a for in loop to achieve the same effect with a bullet damage type. You could even make the damage decrease with distance, as if you WERE using util.Blastdamage. local dmg = DamageInfo() (Set your damage type, amount, etc here) for k,v in pairs (ents.FindInSphere (self:GetPos(), 3) ) do v:TakeDamageInfo(dmg) end Oh, and, last time I checked, the bullet entities move every frame, and if I'm not wrong, frame time differs between servers. Eh.[/QUOTE] "Obviouslly doesnt know what the fuck hes doing o.O " How do you get all of that out of all this? And nice info b.t.w, I did not mean to put Lua king though, That was an accident.
  • Avatar of Generic Default
  • Yeah I know, it is kind of annoying to use blastdamage, but if I do it with finding and tracing it doesn't work as well. As of now I'm sticking to the excuse that all of the bullets fired by these guns are high explosive incendiary tracer rounds. Still though, even if the bullet entities aren't perfect they're better than the alternative method of doing an instant trace in a cone with a tiny little impact. And this reminds me I really need to release the Machine gun pack and pistol pack. I've just been working a lot more on GDC and building lately.
  • Avatar of Blargh123
  • [QUOTE=Generic Default;26252145]Yeah I know, it is kind of annoying to use blastdamage, but if I do it with finding and tracing it doesn't work as well. As of now I'm sticking to the excuse that all of the bullets fired by these guns are high explosive incendiary tracer rounds. Still though, even if the bullet entities aren't perfect they're better than the alternative method of doing an instant trace in a cone with a tiny little impact. And this reminds me I really need to release the Machine gun pack and pistol pack. I've just been working a lot more on GDC and building lately.[/QUOTE] You don't need to use traces. Using Entity.TakeDamageInfo with ents.FindInSphere works in pretty much the same manner as util.BlastDamage. You just need a quick loop through the table. You can easily alter the rate at which bullet entities change their position by using Entity.NextThink (Pretty sure that's what it's called) in your think function. Don't forget to return true though, I did that once and spent 20 minutes searching for where I went wrong. I don't happen to have your weapons on my computer right now, but they don't they use Teta Bonita's physically simulated bullet code? Or just the method? Whatever, I don't recall. Keep it up, I guess? :v:
  • Avatar of Hellsing
  • The way these bullets shoot reminds me of in Call of Duty, When you shoot a mini-gun and you get a radius effect, and a sweet mini-explosion, But instead of needing a mini-gun it just works for everything, Awesome.