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How would i re-script the BulletSpread function?

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Created 11 years ago
by alaurenc9
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I am making double tap 2, so for my second bullet system I am playing a second bullet impact fx every time u fire your weapon in csc. This used to be in gsc but that was ping delayed. So I decided to move it to csc. I had everything accurate, even the bullet spreads. I got all the bullet spreads out of the weapon files and listed them in script, and I would calculate them properly every time, determining what stance you were in, if you were moving, if you were aiming, if you had deadshot, etc. Then I used the BulletSpread function to figure out the proper addition of angles to use in the BulletTrace. The only problem is, BulletSpread throws an unknown function error in csc. Anyone know the exact calculations of it for me to be able to rescript it?
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I am making double tap 2, so for my second bullet system I am playing a second bullet impact fx every time u fire your weapon in csc. This used to be in gsc but that was ping delayed. So I decided to move it to csc. I had everything accurate, even the bullet spreads. I got all the bullet spreads out of the weapon files and listed them in script, and I would calculate them properly every time, determining what stance you were in, if you were moving, if you were aiming, if you had deadshot, etc. Then I used the BulletSpread function to figure out the proper addition of angles to use in the BulletTrace. The only problem is, BulletSpread throws an unknown function error in csc. Anyone know the exact calculations of it for me to be able to rescript it?
There's no function for "BulletSpread" in CSC.
That function most likely reads the weaponfile you passed and determines the data through there. So your only option is to define it all yourself (will take forever unless you make some VB script or some shit) or to give up on your second bullet system.

Double Tap 2.0 doesn't even shoot a second bullet (iirc) it just doubles the damage output.
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There's no function for "BulletSpread" in CSC.
That function most likely reads the weaponfile you passed and determines the data through there. So your only option is to define it all yourself (will take forever unless you make some VB script or some shit) or to give up on your second bullet system.

Double Tap 2.0 doesn't even shoot a second bullet (iirc) it just doubles the damage output.

I know wut bulletspread does. u put in a spread number and it returns the endpos but spreaded with the spread number. What I want to know is how much it needs to spread with each number, or like how much angle offset to add for each number. It does not read weapon files because it has nothing to do with weapons. Yes double tap 2.0 does shoot a second bullet, hints why it does twice the damage....
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There's no function for "BulletSpread" in CSC.
That function most likely reads the weaponfile you passed and determines the data through there. So your only option is to define it all yourself (will take forever unless you make some VB script or some shit) or to give up on your second bullet system.

Double Tap 2.0 doesn't even shoot a second bullet (iirc) it just doubles the damage output.
it does shoot a second fx :D @ least in bo2


as for what you said, other guy... 2x tap doesnt shoot a second bullet, just 2x the damage and adds another fx if its a sinper/semi gun
Last Edit: November 21, 2015, 08:13:51 pm by liamsa669
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it does shoot a second fx :D @ least in bo2


as for what you said, other guy... 2x tap doesnt shoot a second bullet, just 2x the damage and adds another fx if its a sinper/semi gun

well yea it it is a bullet based weapon ( snipers, pistols, semi-auto's, lmg's, etc. ) plays another bullet impact fx. Anyways I already figured something out so I don't need any help on this post anymore.
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well yea it it is a bullet based weapon ( snipers, pistols, semi-auto's, lmg's, etc. ) plays another bullet impact fx. Anyways I already figured something out so I don't need any help on this post anymore.
then why mark yourself as "best - answer -"...

there is no answer in your comment...

 :-\
Last Edit: November 21, 2015, 08:36:04 pm by Harry Bo21
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then why mark yourself as "best - answer -"...

there is no answer in your comment...

 :-\

I know but no one is gonna be able to figure this out anyways. and I already figured out something else so might aswell call this 'solved' by marking the reply saying I don't need this anymore as 'best answer'. until maybe someone really figures this out which they can feel free to do so, im keeping this post like this.
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I know but no one is gonna be able to figure this out anyways. and I already figured out something else so might aswell call this 'solved' by marking the reply saying I don't need this anymore as 'best answer'. until maybe someone really figures this out which they can feel free to do so, im keeping this post like this.
so its "not" answered
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I know but no one is gonna be able to figure this out anyways.
umm.... someone already has done "real" 2x tap 2.0, so obviously your statement is wrong cuz someone has
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umm.... someone already has done "real" 2x tap 2.0, so obviously your statement is wrong cuz someone has

I have not seen anyone with proper double tap 2 yet, where it actually shoots two bullets. I have only seen double tap 2 simply doing 2x the damage.
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I have not seen anyone with proper double tap 2 yet, where it actually shoots two bullets. I have only seen double tap 2 simply doing 2x the damage.

I understand wanting to be "authentic" but seriously I don't see the point in attempting to try and waste time with "2x Bullets", just make it double damage. "But what about bullet details, ect", Do enlighten me on who gives a damn about that.
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I have not seen anyone with proper double tap 2 yet, where it actually shoots two bullets. I have only seen double tap 2 simply doing 2x the damage.

JBirds School map must be first one to do so, from what I have seen :P
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JBirds School map must be first one to do so, from what I have seen :P

Looks like it just spawns a fx and doesn't actually do damage.

Just guessing, but if you did want to make the second bullet location do damage, magic_bullet looks like what you'd use.



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I know but no one is gonna be able to figure this out anyways.

 :facepalm2:
Marked as best answer by alaurenc9 11 years ago
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I understand wanting to be "authentic" but seriously I don't see the point in attempting to try and waste time with "2x Bullets", just make it double damage. "But what about bullet details, ect", Do enlighten me on who gives a damn about that.

I do

Looks like it just spawns a fx and doesn't actually do damage.

Just guessing, but if you did want to make the second bullet location do damage, magic_bullet looks like what you'd use.





yes I was using magic bullet but it is ping delayed so I wanted to do something in csc. it also has like an extra muzzleflash and fire sound, but I fixed that by making extra weapons just for firing the second bullet ( one weapon file for each bullet impact type ). it also does 0 damage, and extra damage is done manually in script. I also listed all the spread's for each gun in gsc so that the bullet spreads properly too. So everything looks to be pretty much perfect now except for that damned ping delay. oh well.

 
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