space kinda makes bouncing weapons pointless. if shots hit something, its usually something you want to blow up, there is not much else to use to set up a bankshot.
now id like to see a flag similar to spawn, except that it spawns things that travel twards the same vector (give or take a degree or two, for a slight scater effect) of the weapon doing the spawning, instead of going in every which direction at random. this could be used with a proximity detonation flag to create missiles that have shrapnel or for fighter flak. you would actually also have a way to have shotguns and weapons with deflection angles with this as well, make a weapon with the life of 0, meaning it would detonate as soon as it leaves the gunpoint and scater out, the children being the actual effect that you see.
im an experienced modder, so i know how to order gunpoints. but is there a flag yet thet will make the wepons alternte gunpoints? id like to see a points per shot option so i can set the number that will fire at one time. for example the first shot fires from points 1 and 2 and the second from 3 and 4. not sure if this fits here but it wouls also be cool for a beam time, similar to 3 that will alternate gunpoints for a cooler effect on turrets with more than one firepoint. it would need a delay factor so that one beam could fire while the other was already half way done, for that b5 effect.
im thinking you can branch new flags off of old ones, and have the code deviate to an alternate function that is simmilar to not not identical to old stuff. thats what i did in quake to initially implement functions i created. i put if statements at the beginning of old weapons that checked an impulse (essentially a binary flag that you could bind to a keystroke through a cfg file) if it was true it would return the function and run mine instead. it held me off untill i figured out how to redo the weapon usage code. id try it myself if i had the time.
i played with it a little last night and it worked, though there were several bugs. id like to give the coders as much info about the crashes as i can, but im not sure what they need. im not very familiar in debugging practices, a bruief explanation would be usefull.