Ragnarok Posted July 1, 2014 Share Posted July 1, 2014 I want my MG to have two Burst Fire Modes. I tried one, basicly a copy of how it works for SingleShot Sets. THis one crashes my game though. Any ideas ? <Weapon name="weapon.machinegun" bulletType="normal" emptySound="Empty Click 1"> <props range="25" hands="2" recoil="70" weight="8" isHeavy="0" clipSize="84" reloadAPCost="35" reloadSound="Weapon Machinegun Reload" strengthLimited="1" reactionModifier="0.5" /> <SingleShot /> <BurstFire sound="Weapon Machinegun Burst" delay="0.7" shotCount="12" suppressionRadius="3.5" > <Set1 ap="45" accuracy="25" suppressionValue="100/> <Set2 ap="95" accuracy="35" suppressionValue="170/> </BurstFire> <GUIImage name="gui/weapons/machinegun.png"/> <GroundImage name="grounditemimages/ballistic_machinegun.png"/> <Ammos> <Ammo name="ammo.ballistic.machinegun" type="kinetic" damage="30" mitigation="5"> <Projectile spectre="projectiles/bullet/bullet" speed="1500" showAfterDistance="60.0"/> <Impact spectre="particles/bulletplume/bulletplume"/> </Ammo> </Ammos></Weapon> Quote Link to comment Share on other sites More sharing options...
catmorbid Posted July 1, 2014 Share Posted July 1, 2014 Support for multiple burst modes would need to be added to the code. I already requested this in the Community Edition thread. Quote Link to comment Share on other sites More sharing options...
Ragnarok Posted July 1, 2014 Author Share Posted July 1, 2014 Ack. So there goes my idea. Solver, to the rescue ! Quote Link to comment Share on other sites More sharing options...
kabill Posted July 1, 2014 Share Posted July 1, 2014 There's a partial work-around in that you can use the pellet function to produce multiple shots from a single-shot attack. However, there's no way to control when the shots appear (i.e. they are shot all at the same time) so it won't look very good even though it has the same effect on gameplay. Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted July 1, 2014 Share Posted July 1, 2014 They also don't use multiple rounds of ammunition to fire multiple bullets. Quote Link to comment Share on other sites More sharing options...
kabill Posted July 1, 2014 Share Posted July 1, 2014 No, although with a weapon like a machinegun you can abstract it (i.e. each 'shot' actually represents a burst instead). I don't actually think the pellet workaround is a very good one, to be clear, but I thought it was worth highlighting in any case. Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted July 2, 2014 Share Posted July 2, 2014 Definitely worth mentioning and for some the pellet bursts not incrementing the ammunition by the actual number of bullets fired is likely not a problem but I feel it is a big enough issue to mention as it does not work the same way as burst fire on other weapons, for example the assault rifle. Just mentioned it as something else to bear in mind if you plan on using that method in a mod. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted July 2, 2014 Share Posted July 2, 2014 Gauddlike's favourite bete noire. Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted July 2, 2014 Share Posted July 2, 2014 Yep if I could code anything past a badly made 'Hello World' I would have tried to get access just so I could fix that one annoyance Quote Link to comment Share on other sites More sharing options...
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