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 Trappers: Canyon Town 
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Joined: Wed May 20, 2009 3:10 pm
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Location: Århus, Denmark
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Post Re: Trappers: GMG + Annihi-digger (Ronin)
Nonsequitorian wrote:
I noticed that the aiming goes in the wrong direction when pinned. It's sorta difficult.


Please explain :???:


Sat Oct 01, 2011 7:45 pm
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Post Re: Trappers: GMG + Annihi-digger (Ronin)
Nonsequitorian wrote:
When I aim up, the gun aims down, when I aim down, the gun aims up.


Just tried with mouse, keyboard and controller. No inverse aim for me.

The only thing fiddling with the gun's rotation is the recoil, and pinning the gun just reduces recoil in the same way as having a heavier actor.


Sat Oct 01, 2011 8:19 pm
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Post Re: Trappers: GMG + Annihi-digger (Ronin)
Nonsequitorian wrote:
When I face to the left, pin the gun, then face to the right, it gets all borked, and acts as if I am always facing to the right (even if I'm facing the left).


Fixed and added some other stuff in there as well


Wed Oct 05, 2011 4:57 pm
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Post Re: Trappers: Now with More Stuff(Ronin)
You made the F*&!ing teleporter from Flashback!! Good gravy AK awesome stuff!!


Wed Oct 05, 2011 11:25 pm
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Post Re: Trappers: Now including Tactical Crossbow(Ronin)
Tactical Crossbow added :D


Fri Oct 07, 2011 6:04 pm
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Post Re: Trappers: Now including Tactical Crossbow(Ronin)
Nonsequitorian wrote:
Goddamnit Akblabla. You got through my tinfoil helmet and read my mind.

It's good that you can't aim, though, I wouldn't want you being able to predict what I want and then shoot me with it!


The video was taken just after I enabled recoil, which made the arror go slightly higher than before. And sniping using keyboard only is hard :P

Edit: lol futurama reference ^^


Last edited by akblabla on Sat Oct 08, 2011 8:42 am, edited 1 time in total.



Fri Oct 07, 2011 7:04 pm
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Joined: Sun Dec 19, 2010 10:53 pm
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Post Re: Trappers: Now including Tactical Crossbow(Ronin)
I like the idea of attaching things to the bolt and also the way it sticks out of the enemies face


Fri Oct 07, 2011 7:40 pm
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Data Realms Elite
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Joined: Fri Jan 07, 2011 8:01 am
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Location: In your office, earning your salary.
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Post Re: Trappers: Now including Tactical Crossbow(Ronin)
The tele'nade has a dependency with the Advanced Bunker Module's TradeStar selling node's effect.


Sat Oct 08, 2011 11:39 pm
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Post Re: Trappers: Now including Tactical Crossbow(Ronin)
Both grenades do not explode for me for some reason


Sun Oct 09, 2011 5:33 am
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Post Re: Trappers: Now including Tactical Crossbow(Ronin)
Yup, it's because of a dependancy with another mod akblabla made, Advanced Bunker Modules.


Sun Oct 09, 2011 5:43 am
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Post Re: Trappers: Now including Tactical Crossbow(Ronin)
Asklar wrote:
The tele'nade has a dependency with th Ope Advanced Bunker Module's TradeStar selling node's effect.


Will fix that right away

Edit: Fixed and added shaking when on low health and increased recoil recovering time when wounded, inspired by Azukki's spray mechanic :)

Will add acid sprayer in next update. You can try out the alpha by enabling it in the index file. Right now it mostly lacks visual and audio stuff (beware of ear rape)


Sun Oct 09, 2011 6:14 am
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Post Re: Trappers: Now including Tactical Crossbow(Ronin)
This is really interesting. What I'm wondering is how you've managed to parent the bolts to the enemy.


Tue Oct 11, 2011 3:14 am
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Post Re: Trappers: Now including Tactical Crossbow(Ronin)
Some_stranger wrote:
This is really interesting. What I'm wondering is how you've managed to parent the bolts to the enemy.


Just modified the code 'sticky device' in the base.rte, same as what timed explosive. I want to rewrite some of because it doesnt work well if the object the bolt is stuck into decides to turn around, the bolt doesn't follow


Tue Oct 11, 2011 5:08 am
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Post Re: Trappers: Now including Tactical Crossbow(Ronin)
I know that this would be turning it into a superweapon but is their any way to remove the punishment for firing a bolt with a grenade? and is their some way to make the bolts go farther almost like a sniper?


Fri Oct 14, 2011 9:21 pm
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Post Re: Trappers: Now including Tactical Crossbow(Ronin)
nicolasx wrote:
I know that this would be turning it into a superweapon but is their any way to remove the punishment for firing a bolt with a grenade? and is their some way to make the bolts go farther almost like a sniper?


Go to the CrossbowBolt.lua file in the scripts folder. Remove line 171

Code:
self.Vel = self.Vel / math.max(1, self.Payload.Mass)


So it looks like this

Code:
  if self.PinStrength > 0 and self.lifeTimer:IsPastSimMS(10000) then
    self.PinStrength = 0
    self.ToSettle = true;
  end
  if MovableMan:ValidMO(self.Payload) and self.Payload ~= nil then
    if self.Once2 == false then
      self.Payload.Vel = self.Vel
      self.Once2 = true
    end
    if not self.stuck then
      self.Payload.Pos = self.Payload.Pos + SceneMan:ShortestDistance(self.Payload.Pos,self.Pos + self:RotateOffset(Vector(0 , -1)),SceneMan.SceneWrapsX) * self.Mass/(self.Payload.Mass+self.Mass)
      self.Pos = self.Payload.Pos


This will make the launch speed ignore mass completely though the bolt will still fall slightly faster due to weight of the grenade (aerodynamics). Shouldn't affect much though.

To make it shoot farther alter the FireVelocity variable in the crossbow.ini line 43

Code:
   FireVelocity = "Insert Desired speed here, 300 is max, 60 is standard"


Fri Oct 14, 2011 9:33 pm
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