Author Topic: pulse/chain primaries  (Read 1419 times)

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Offline Scuddie

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Lets say I want to fire a quick burst of say, maybe 4 shots in a 100ms period, then wait a full second before I could fire that weapon again.  Kinda like the pulse or chain weapons in the Mech Warrior series.  It could serve many purposes.  For instance, it would be used in capital ships for defense, and it could also be used for accuracy based shots instead of shots fired.  I figure it would be easy to implement.  The tbl entries should look like this.

$ChainShots: 4       ; How many shots in each volley
+ChainDelay: 25     ; How far apart shots are fired (in ms)


So, whaddaya guys think?
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Offline StratComm

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Isn't this exactly what "swarm" does?
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Scuddie

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Yes, but IIRC, swarm doesnt work well with primaries.  At all.  Probably because of the directional thing.
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Offline StratComm

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Then fixing swarm to work as it should with primaries (it does work with them now, IIRC) should be the direction you take.  No need for an identical-function flag.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Carl

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ooo! shotguns!
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Offline Nuke

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shotguns already work, just use fof with shots. what he means is a suppressed fire mode, kinda like an m16. pulling the trigger would fire up to x number of shots, after which the weapon needs to go though a reload/cooldown/recharge/whatever cycle. this way you can do rapid fire super weapons and still maintain balence. it also lets you simulate weapon overheating/jamming.

the way id implement it would use fire wait for your actual rate of fire, $Min Reps: and $Max Reps: will set up the number of times the weapon will fire before going into a delay cycle, it will be a random number between min and max or if only max is used it would be fixed to that value. then youd have a $delay cycle, the amount of time your weapon is locked. if you stop firing before reaching the luckup threshold it would incrementally reverse the shot counter over time, but that seems a little to complex for some.

what id like is corcscrew to work with non homing and primary weapons, used in conjuction with particle spew you could get some unreal2 style railgun effects.
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