View Full Version : repulser
4th Dec 01, 10:28 PM
I know that unless you crack the exe, you can't change special functions, but is there a way to make a weapon that fires in a full sphere?
4th Dec 01, 10:33 PM
Is there some sort of "bulletsize", ie bullet radius (not length) variable?
I dunno, but either way I think it would affect the ship firing it.
Is this HW or HWC btw?
4th Dec 01, 11:07 PM
If it were HWC I could just use the repulser already on the dreadnought
7th Dec 01, 11:26 PM
an idea to start, though it may cause some problems on slower systems: (I dont have any kind of 3D file convertor at the moment else i'd do it myself)
Make a simple sphere, and place a gun or two on each face, an make them fixed to fire straight out. Then, set their 'triggerhappy' setting to 360 and all guns will fire at once, creating a simple spherical firing effect.
Too simple? Well, i'm a simple man...i dont bother with compex things outside my grasp.
8th Dec 01, 11:26 AM
Originally posted by Hephaestus
an idea to start, though it may cause some problems on slower systems
Slower systems meaning < 200 GHz?
You know, making a gun on every face of a sphere is crazy crazy boring and takes a long time, and then it would run mad slow as well.
But, it's worth a shot.. :)
8th Dec 01, 9:22 PM
Yeah, you have to have the patience of a turtl without legs to get that done...and you're gonna need DirectX8*10^26 and the latest (2670) NVidia drivers...that, and i dont think the triggerhappy fution wil make all guns fire at once, there must be some other function like 'SlaveDriver'
14th Dec 01, 5:41 AM
YOu could just put in about 8 ions or etc, in the very center of the ship... make sure to set the gunpoints apart just slightly in the .mex file... with "CanTargetMultipleTargets" set to TRUE, this will kind of produce the effect of a variable number of beams just emmanating directly from the ship and not from any specific weapons port. ... sometimes 2 beams would appear to fire, sometimes all 8 (due to overlap).
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