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railguns anyone...
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Redeye is Offline
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Default railguns anyone... - 09-12-2004, 06:54 AM

yeah, so... i can't get this fucking thing to work.

i've been trying to stick railgun-wise trails to the sniper rifles, but it's just not working. i've got the trails and other effects blah blah to spawn and bounce around, only problem is they don't want to go where you point them; they seem to gravitate to specific points on the map.

now i might be doing something superbly wrong or it's just impossible, wondered if anyone could show me the way on this...

if you want to see what i've done i'll email you the .pk3 or just post the code up here.

help would be very much appreciated.
  
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Default 09-12-2004, 02:50 PM

post a pic
  
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Default 09-13-2004, 11:32 AM

[img]http://img.photobucket.com/albums/v471/jeahkeh/1.jpg[/img]

see how the actual projectile is miles away from where i aimed it; this deviation is random and unpredictable.

[img]http://img.photobucket.com/albums/v471/jeahkeh/2.jpg[/img]

now, i've not known the AI snipers to miss, but here you can see how the trail is way off of my target. i managed to get through this whole level without being shot once by a sniper...

this is the tiki of the springfield (it's shrunk to mini-font so it doesn't spam the thread up :P ):

TIKI
setup
{
scale 0.52 // Set default scale to 16/30.5 since world is in 16 units per foot and model is in cm's
path models/weapons/springfield
skelmodel springfield.skd
surface springfield1 shader springfield
surface springfield2 shader springfield
surface lens shader lens
}

$define sounddir sound/weapons

init
{
server
{
classname Weapon
weapontype rifle
name "Springfield '03 Sniper"
rank 230 230

pickupsound springfield_snd_pickup
ammopickupsound springfield_snd_pickup_ammo
noammosound springfield_snd_noammo

// Holstering info
// holstertag "Bip01 Spine2"
// holsteroffset "8.0 -7.75 6.5"
// holsterangles "0 185 -25"
// holsterScale 1.0

// Primary fire type info
firetype projectile
projectile models/weapons/alliedbullettrail.tik
ammotype "rifle"
meansofdeath bullet
semiauto
clipsize 5
startammo 50
ammorequired 1
firedelay 0.5



bulletspread 0 0 0 0 //minpitch minyaw maxpitch maxyaw


crosshair 1
zoom 20

movementspeed 0.88

// viewkick -2 -3 -1 1

cache models/weapons/alliedbullettrail.tik

// AI animation group info
weapongroup rifle

// DM Attributes
dmprojectile models/weapons/alliedbullettrail.tik
dmbulletspread 0 0 0 0
dmstartammo 50
dmammorequired 1
dmfiredelay 0.5
dmcrosshair 1
dmmovementspeed 0.75


// dmmovementspeed 0.77
dmmovementspeed 0.8

dmcrosshair 1

// this is attached to the player during reload
cache models/ammo/springfield_clip_reload.tik
}
client
{
cache tracer.spr
cache muzsprite.spr
cache models/ammo/rifleshell.tik
cache models/fx/muzflash.tik
cache model models/fx/snipesmoke.tik
}
}

animations
{

idle springfield.skc
// reload spring_reload.skc
reload spring_reload_start.skc // this is the start of the reloading sequence
{
client
{
entry sound springfield_snd_reload_start
}
}
reload_single spring_reload_fill.skc // this is the reload loop that loads in a single shell
{
client
{
entry sound springfield_snd_reload_single
}
}
reload_end spring_reload_end.skc
{
server
{
last idle
}
client
{
entry sound springfield_snd_reload_end
}
}
rechamber spring_recham.skc
{
client
{
entry sound springfield_snd_bolt item
20 tagspawn tag_eject 1024
(
spawnrange 2048
count 1
model models/ammo/rifleshell.tik
scale 1.0
velocity 70
randvel crandom 10 crandom 10 random 20
emitterangles 0 0 0
avelocity crandom 90 crandom 90 0
accel 0 0 -800
physicsrate 20
life 2.0
fadedelay 1.7
collision
bouncefactor 0.2
bouncesoundonce snd_rifle_shell
)
}
}
fire springfield.skc
{
server
{
entry shoot
}
client
{
entry stopaliaschannel springfield_snd_fire
entry sound springfield_snd_fire

// By now, the server has already fired the weapon, so it's
// ok to apply the view kick apon entry to avoid problems
// with multiple application on single frame animations.

////////////////////////////////////////////////////////////////////////////////////////
// View Kicking
//
// View Kicking works based on the assumptions that every weapon has its own tendencies to kick in
// a paticular fashion. In MOH we call then scatter patterns. Currently we have 2 scatter patterns which
// will be explained.
// Scatter Patterns:
// "V" - the cone. The longer you shoot the more random your shots will be in the horizontal axis.
// "T" - the T shape. The gun has a tendancy to push in a paticular direction.
//
//
// +-------------------------------------------- Scatter Pitch Min
// | +--------------------------------------- Scatter Pitch Max
// | | +------------------------------- Scatter Yaw Min
// | | | +--------------------------- Scatter Yaw Max
// | | | | +--------------------- The Recentering speed in degrees per second
// | | | | | +---------------- The Scatter Pattern
// | | | | | | +---------- The absolute pitch min/max
// | | | | | | | +------- The absolute yaw min/max
// | | | | | | | | +----- This is the pitch at which you loose all
// | | | | | | | | | control of the weapon and its behavior is
// | | | | | | | | | purely random.
// V V V V V V V V V
entry viewkick -4.5 -5.0 -1.0 1.0 6 "T" 8 8 8


// entry viewkick -4.5 -5.0 -1.0 1.0 //original

// muzzle flash
// entry tagdlight tag_barrel 0.25 0.2 0.05 180 0.11
entry tagdlight tag_barrel 0.3 0.25 0.175 175 0.2 -1.0 -0.75 -0.2
entry tagspawn tag_barrel
(
count 1
model models/fx/muzflash.tik
color 0.00 0.00 1.00
scale 0.07
life 0.01
velocity 300.00
offsetalongaxis 3 0 0
alignstretch 0.08
randomroll
)

entry tagspawn tag_barrel
(
count 1
model muzsprite.spr
color 1.00 1.00 1.00
scale 0.09
life 0.04
offsetalongaxis 4 0 0
)

entry commanddelay 0.020 tagspawn tag_barrel
(
spawnrate 1.00
model vsssource.spr
count 1
alpha 0.10
color 1.00 1.00 1.00
spritegridlighting
scale 0.09
life .9
scalerate 23.00
velocity 429.00
accel 0.00 20.00 30.00
friction 2.00
fade
offsetalongaxis random 4 0 0
)

entry tagspawn tag_barrel
(
count 1
scale .7
model models/fx/snipesmoke.tik
)

// smoke puff
// entry commanddelay 0.05 tagspawn tag_barrel
// (
// volumetric
// model gun // sets the type of smoke
// life 10 // amount of smoke
// scale 1.5 // radius
// alpha 0.4 // density
// color 0.7 0.7 0.7 // RBG color of the smoke
// velocity 2 // base velocity away from the surface
// randvelaxis random 6 0 0 // velocity offset
// offsetalongaxis random 4 0 0 // positional offset
// )
}
}
}

/*QUAKED playerweapon_allied_springfield (0.0 0.0 1.0) (-8 -8 -8) (8 8 8)
Allied rifle - Springfield 03 sniper
*/


this is the tiki of the projectile:

TIKI
setup
{
scale 0.1
path models/fx/splinter
skelmodel splinter.skd
surface material1 shader bh_metal_fastpiece
}

init
{
server
{
classname Projectile
anim idle
setsize "-2 -2 -2" "2 2 2"
speed 100000
addownervelocity 0
hitdamage 100
life 10.0
health 50
takedamage
meansofdeath bullet
smashthroughglass 64
knockback 50
dlight 0.5 0.5 0.5 256 // red green blue radius
cache blastmark.spr

commanddelay 500 drunk 0.12 0.12
}
client
{
originemitter bazookatrail
(
model water_trail_bubble.spr
velocity 150
friction 0.85
randvel crandom 10 crandom 10 crandom 10
spritegridlighting
color 00 20 50
alpha 1.0
angles 0 0 random 360
sphere 2
count 5
accel 0 0 72
life 2 2
scalemin 0.2
scalemax 0.5
scalerate 0.5
swarm 10 8 4
(
}
}
animations
{
idle splinter.skc
}
  
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Default 09-13-2004, 11:38 AM

the tik is unreadable, make it bigger.
  
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Default 09-13-2004, 11:39 AM

ok... i didn't want to make it too big because tik's in forum threads are a bit of a headache
  
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Default 09-13-2004, 11:47 AM

lolol!!! the bullet trails seem like UFOs or something..... lolol just joking man..... make like matrix

[quote:87e57]
MY MOM ALWAYS SAID, THAT LIFE IS LIKE A PIECE OF SHIT, YOU WILL NEVER KNOW WHAT YOU CAN GET[/quote:87e57]
  
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Default 09-13-2004, 11:55 AM

they look like a bullet flying through water... but with colours ... it'd be more blatant if i could get a good picture :/
  
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Default 09-13-2004, 12:09 PM

its in the projectile txt file not the weapon tik.
  
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Default 09-13-2004, 12:17 PM

you mean in the second set of tiki i posted? i'm not going to ask you to tell me the problem, seeing as that's pretty lame on my part... but do you know of any libraries for tiki code? then at least i'll know exactly what i'm doing and looking for...
  
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Default 09-13-2004, 12:19 PM

well it looks like in your case is an alignment problem or a bulletspread. test different things and youll get it eventually.
  
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Default 09-13-2004, 12:25 PM

hmm, ok... cheers for all your help, i'll see if i can make it work
  
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Default 09-13-2004, 01:54 PM

pull my nipples eek:
  
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Default 09-13-2004, 01:59 PM

It looks like it is going where the gun is pointing. as in the actual barrel. d/l a mod that is similar to what you are doing and see how it was made.
  
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Default 09-13-2004, 05:07 PM

Quote:
Originally Posted by GODSMACK
pull my nipples eek:
done.
  
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Default 09-14-2004, 06:57 PM

[quote="Apocalypse | NoW":d16c2]
Quote:
Originally Posted by GODSMACK
pull my nipples eek:
done wanking off.[/quote:d16c2]
  
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