ExplosivePoop
Member
Got an idea which would be rather enjoyable in closed-space arena-like maps. I've tried to do this on my own, but no effect actually takes place. [Yes, I have marked the chaingun.cs file as read-only]
Much like the gauss shotgun/pistol in Thing Thing 4, the Tramporine ChunGun would feature bouncy bullets, each round possessing roughly 300 bounces each. Muzzle velocity would border on 10000 (I do believe these measurements are in meters? I heard somewhere that the measurements used when building Legionnaire models were meters, so I'm assuming these numbers I'm seeing refer to m/s). Basically, a Chaingun roughly 10 times faster than normal in all respects except how rapidly/how many times spent casings spin with bouncy bullets. Not sure if they should bounce on dirt/sand/snow, though.
I've drained about every idea I've got. Granted, I'm not much good with these massive walls of text I'm presented with when I open .cs files, but I've gotten it to work long ago. Anybody know how to incorporate the elasticity aspect to these rounds? [something tells me copy/pasting isn't the right format for CG tracers] And does anyone know if there is a maximum muzzle velocity for CG rounds? There is no noticeable change whether its set at 1000 or 10000. It's been bugging me for quite some time.
Let me know what you think. in the comments area and/or poll.
[This is for player-hosted servers, not global-servers. Sorry if there was any confusion. I guess if you were confused in any case, you'd check for secret text like this. Good job, Koto. Here's a cookie.]
Much like the gauss shotgun/pistol in Thing Thing 4, the Tramporine ChunGun would feature bouncy bullets, each round possessing roughly 300 bounces each. Muzzle velocity would border on 10000 (I do believe these measurements are in meters? I heard somewhere that the measurements used when building Legionnaire models were meters, so I'm assuming these numbers I'm seeing refer to m/s). Basically, a Chaingun roughly 10 times faster than normal in all respects except how rapidly/how many times spent casings spin with bouncy bullets. Not sure if they should bounce on dirt/sand/snow, though.
I've drained about every idea I've got. Granted, I'm not much good with these massive walls of text I'm presented with when I open .cs files, but I've gotten it to work long ago. Anybody know how to incorporate the elasticity aspect to these rounds? [something tells me copy/pasting isn't the right format for CG tracers] And does anyone know if there is a maximum muzzle velocity for CG rounds? There is no noticeable change whether its set at 1000 or 10000. It's been bugging me for quite some time.
Let me know what you think. in the comments area and/or poll.
[This is for player-hosted servers, not global-servers. Sorry if there was any confusion. I guess if you were confused in any case, you'd check for secret text like this. Good job, Koto. Here's a cookie.]