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 VED Grenade Launcher *Update: Trajectory Guide 
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Loose Canon
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Post Re: Variable Explosive and Distance Grenade Launcher
Probably nothing, sadly.


Mon Jan 11, 2010 6:03 am
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Post Re: Variable Explosive and Distance Grenade Launcher
It needs to have a mode where you can fire guns that shoot.


Mon Jan 11, 2010 6:07 am
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Post Re: Variable Explosive and Distance Grenade Launcher
Err, Kyred already did that.
Image


Mon Jan 11, 2010 8:22 am
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Post Re: Variable Explosive and Distance Grenade Launcher
Didn't notice that. Anyway, a universal cannon would be useful. Fire anything.


Mon Jan 11, 2010 8:30 am
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Data Realms Elite
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Post Re: Variable Explosive and Distance Grenade Launcher
Metal Meltdown wrote:
Err, Kyred already did that.
[]http://filesmelt.com/dl/Flying_Shotgun.gif[/]

If you look closely you see why the Mauler Shotgun reoriented itself. ( To line up the perfect headshot, and yes I do mean it shot the dummy just before collision )


Mon Jan 11, 2010 8:44 am
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Post Re: Variable Explosive and Distance Grenade Launcher
It shot the dummy in the neck, not the head. Just nitpicking. So it was actually aiming for the torso.


Mon Jan 11, 2010 8:46 am
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Post Re: Variable Explosive and Distance Grenade Launcher
Not THIS, is a good weapon idea. GJ

STONE FIGHT!!!


Mon Jan 11, 2010 12:16 pm
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Post Re: Variable Explosive and Distance Grenade Launcher
Anyone thinking Fallout 3 Rock-It Launcher?


Mon Jan 11, 2010 2:36 pm
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Post Re: Variable Explosive and Distance Grenade Launcher
aye. Also, I dare someone to make teddy bears, tin cans, and normal objects etc..


Mon Jan 11, 2010 11:08 pm
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Post Re: Variable Explosive and Distance Grenade Launcher
Huh... a successful manipulation of inventory? Good times.

I'm curious to pop the script open and see what's what...

EDIT: Okay... so you do Inventory() to the actor, and the thing you get back from that is the next inventory item? Does this get rid of the inventory item? Or will the gun just keep shooting the same thing over and over?

Sadly this Inventory() function is missing from the documentation... the inventory functions that ARE documented aren't entirely reliable, so I've found.


Mon Jan 11, 2010 11:32 pm
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Post Re: Variable Explosive and Distance Grenade Launcher
Darlos9D wrote:
Huh... a successful manipulation of inventory? Good times.

I'm curious to pop the script open and see what's what...

EDIT: Okay... so you do Inventory() to the actor, and the thing you get back from that is the next inventory item? Does this get rid of the inventory item? Or will the gun just keep shooting the same thing over and over?

Sadly this Inventory() function is missing from the documentation... the inventory functions that ARE documented aren't entirely reliable, so I've found.

It's a copy gun, all you need is an identity, which is the grenade.
Besides, copying the inventory is old stuff, it was there even before Geti's Zombies '09.


Tue Jan 12, 2010 8:24 am
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Post Re: Variable Explosive and Distance Grenade Launcher
This is a great idea! Good job.


Tue Jan 12, 2010 10:50 pm
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Post Re: Variable Explosive and Distance Grenade Launcher
there should be a full power launch or no charge function for times that you just have to shoot.


Thu Jan 14, 2010 4:46 am
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Post Re: Variable Explosive and Distance Grenade Launcher
hax wrote:
there should be a full power launch or no charge function for times that you just have to shoot.

If this can be done reasonably.
You could make it use a button, maybe 'c', or 'z'. Even better, you could have it read the button from an ini file the way DarkStorm does.


Fri Jan 15, 2010 2:13 pm
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Post Re: VED Grenade Launcher *Update: Trajectory Guide
Image

What is this "wall" you speak of?


Fri Sep 03, 2010 1:37 am
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