I see you have the raygun mk2 in your map. Please tell me you have the piercing down. The raygun mk2 is not suppost to stop going through zombies no matter what round your on. And no other map maker has got this right and its extremely annoying. Please fix.
nope, i think it only goes through 3 zombies, which is the waw cap, u can probably make it go through all with script, but idk how, and i dont have 1
If you want scripts / features made for you, then contact me by PM or email / skype etc it will cost you tho so if you have no intention of reciprocating don't even waste my time
i never knew there was a pentrate cap? Have you got "rifle bullet" ticked?
If it does need to be scripted, only way really would be by vector (that i can think of anyway), which means we would need some way to work out the position of tag_flash (which is harder than it sounds) - only alternative is to use "centre point" of the player - which sadly would be inaccurate, especially if your moving as you do it
even projectiles in cod use center point - hence why the grenade anim looks funny compare to black ops, its coz waw the grenade comes out the center of the screen after the anim, where as in Black ops they had a function ( getMuzzleFlashPoint() )
Last Edit: July 18, 2015, 07:55:54 pm by Harry Bo21
i never knew there was a pentrate cap? Have you got "rifle bullet" ticked?
If it does need to be scripted, only way really would be by vector (that i can think of anyway), which means we would need some way to work out the position of tag_flash (which is harder than it sounds) - only alternative is to use "centre point" of the player - which sadly would be inaccurate, especially if your moving as you do it
even projectiles in cod use center point - hence why the grenade anim looks funny compare to black ops, its coz waw the grenade comes out the center of the screen after the anim, where as in Black ops they had a function ( getMuzzleFlashPoint() )
thanks, but arceus is going to give me a script, rifle bullet was checked, is there anything else i might of missed?
not that i can think of, i mean your prob right about the penetration limit i just wasnt aware
Hope the script works out, Really does need some vector work - and more vector work if you have a "realistic walking" script too
oh yeah, im using ege's walking script, its really accurate to mw2 onward, does that mean arc will have to do extra work on it or am i misunderstanding what u mean by walking script?
oh yeah, im using ege's walking script, its really accurate to mw2 onward, does that mean arc will have to do extra work on it or am i misunderstanding what u mean by walking script?
Most likely, when you move in cod, the barrel of the gun moves off centre, the script needs to detect this and "adjust" the "point of origin" the bullet is coming from ( then it detects where the first hit land and draws a line between the two )
This is the problem i had with making a cool bullet fx for my MKII, If i moved in any direction it would look messed up, like it was curving - coz my vectors were off
It depends how close edgs script keeps the tag_flash to the center of the screen, most people got by using a tag of the players "wrist" as we cant grab tags from the gun itself
There is a perk for increased bullet penetration, and there's also a dvar for it:
Code Snippet
Plaintext
perk_bulletpenetrationmultiplier
My guess is it would work the same as for example, double-tap. When you get specialty_rof, the dvar perk_weapratemultiplier set's the fire-rate-multiplier. The perk used for this one is prob the deep-impact perk, dont know the specialty_ name by head though, and also never tried if this actually works.. If it does you could simply make a script that checks if you wield the MK2 and the do setperk() / unsetperk().
There is a perk for increased bullet penetration, and there's also a dvar for it:
Code Snippet
Plaintext
perk_bulletpenetrationmultiplier
My guess is it would work the same as for example, double-tap. When you get specialty_rof, the dvar perk_weapratemultiplier set's the fire-rate-multiplier. The perk used for this one is prob the deep-impact perk, dont know the specialty_ name by head though, and also never tried if this actually works.. If it does you could simply make a script that checks if you wield the MK2 and the do setperk() / unsetperk().
you legend ( as usual ) stuffy
Will add this into my perk script for DT2.0 i think
I found this btw, it mentioned something about how the DT dvar works next to it
I would not edit revive time though, in one of the Treyarch scripts it says it "was" adjustable, but now isnt coz apparently causes problems with 3rd person anims or something ( source - _laststand.gsc )
Last Edit: July 20, 2015, 07:26:09 am by Harry Bo21
that is the last area finished, all that is left is bug fixing
I can't wait to play Kino:The Rebirth and Nuketown 1986. Both maps are just looking absolutely fantastic. Question: Is Kino:The Rebirth going to have dogs?
I can't wait to play Kino:The Rebirth and Nuketown 1986. Both maps are just looking absolutely fantastic. Question: Is Kino:The Rebirth going to have dogs?