Shell-spitting weapons

I want to use a weapon in my TC that spews shells all over the place (gatling gun), but I have no idea how to do this. I know that Caernervon station had a weapon like this, but all their links are completely useless. Any help?

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Originally posted by gyrospin:
I want to use a weapon in my TC that spews shells all over the place (gatling gun), but I have no idea how to do this. I know that Caernervon station had a weapon like this, but all their links are completely useless. Any help?

Erm, they may have had a weapon that, in it's graphic, suggested that it operated in that fashion, but it would have been quite impossible for them to have had a wëap resource that operated like that, since Caernervon Station was WAY before Nova's time (and Nova's engine is the only one that could emulate such behavior).

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Quote

Originally posted by gyrospin:
**I want to use a weapon in my TC that spews shells all over the place (gatling gun), but I have no idea how to do this. I know that Caernervon station had a weapon like this, but all their links are completely useless. Any help?

**

I don't think you could have the weapon itself do that per se- but you could have a little ship animation with shells spewing out activate what the gattling gun weapon is fired. I don't know how good that would look, but it's the only way I can think of for something like that.

_bomb

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-EVula

The ship can have a outfit weapon pre loaded on it, the weapon would be zero armor and shield damage take zero space, invisible on outfit screen, and would be the shell graphic. you could make it spin on exit and have it shoot at a 180° angle with decay so it will disappear after a while. SO as you fire your main gun, it will also spew shells.

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Um... Well I'm getting conflicting solutions to the equally ambiguous question, so I'll add another solution that has nothing to do with the previous. Make a weapon that fires with a quick reload, medium count, high speed, and high inaccuracy. This'll make lots and lots of shots spew all over the place.

Matrix

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Originally posted by what_is_the_matrix:
**Um... Well I'm getting conflicting solutions to the equally ambiguous question,
**

I think the confusion lies in the term shells.
Shell casings? or the bullet?

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Originally posted by ArcAngel Counterstrike:
**I think the confusion lies in the term shells.
Shell casings? or the bullet?

**

I believe he means casings.

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Originally posted by StormyNight:
**I believe he means casings.

**

but as it wasn't possible EV (whatever, I never played that plug), I assumed that he meant bullets. I dunno. I hope he comes back to clarify.

Matrix

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Originally posted by what_is_the_matrix:
**but as it wasn't possible EV (whatever, I never played that plug), I assumed that he meant bullets. I dunno. I hope he comes back to clarify.

Matrix**

Casings would probably be better implemented as particles. You could have the OnBuy field in the outf of your gatling gun grant a spent-casing gun too, and the OnSell take it away. The spent casing gun could shoot a count-0 freefall bomb that immediatly dies and emits a gold-colored particle in a random direction. Might work.

-Vaumnou

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Originally posted by Vaumnou:
**Casings would probably be better implemented as particles. You could have the OnBuy field in the outf of your gatling gun grant a spent-casing gun too, and the OnSell take it away. The spent casing gun could shoot a count-0 freefall bomb that immediatly dies and emits a gold-colored particle in a random direction. Might work.
**

Or a spent casing gun that shoots a freefall bomb that uses a constantly rotating image of a shell that deals no damage, and has no explosion graphic.

Matrix

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"Nothing is fool-proof to a sufficiently talented fool."

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Originally posted by what_is_the_matrix:
**Or a spent casing gun that shoots a freefall bomb that uses a constantly rotating image of a shell that deals no damage, and has no explosion graphic.

Matrix**

Yeah, but wouldn't a spent casing have to be ~20ft long for you to be able to see it? If you used a particle you could say it was really smaller than a pixel, but if it is several pixels wide then it would have to be huge. But who cares, it's just a game 😉

-Vaumnou

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Erm... As long as there is SOME size diffrence, it doesn't matter. Take a look at EVN, and the Auroran Carrier. With the size of the escape pods, (and the amount) that spew out when it dies, the carrier would have to be nothing but space pods. For the escape pods to be big enough to see, the cruiser itself would have to be like 6 feet long on the screen to represent actual scale. However, the individual escape pods are smaller then the carrier, so you can guess the real size yourself.

It really couldn't work any other way, unless you had a 100' moniter.

-Dash

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Originally posted by Vaumnou:
**Yeah, but wouldn't a spent casing have to be ~20ft long for you to be able to see it? If you used a particle you could say it was really smaller than a pixel, but if it is several pixels wide then it would have to be huge. But who cares, it's just a game;)

-Vaumnou

**

look at the bullet of the storm chain gun, its almost missile sized.

But if you want to do the partical thing, Best would be to make the weapon the submunition of the shell that makes the partical, So
Weapon 1, looks like weapon 2, dies instantly leaveing one partical. spawns weapon 2.
Weapon 2, looks like weapon 1, is the normal weapon that does damage.

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Ok thanks for the help, all.

1.) I did mean casings.
2.) I am using Override, because I don't feel like devving for Nova (I'm just lazy like that)
3.) I just wanted a graphic to do that (EVula), I know that no weapons can do that by themselves.

Have a nice day!

------------------
There are doors I haven't opened,
Windows I've yet to look through.
Going forward may not be the answer.
Mabye I should go back.

Quote

Originally posted by gyrospin:
**Ok thanks for the help, all.

1.) I did mean casings.
2.) I am using Override, because I don't feel like devving for Nova (I'm just lazy like that)
3.) I just wanted a graphic to do that (EVula), I know that no weapons can do that by themselves.

Have a nice day!

**

I don't have as much experience with EV/O as I do with Nova, but I'm pretty sure that you're out of luck with Override. I honestly don't think that the engine can be stretched in that direction.

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Originally posted by dashriprock:
**For the escape pods to be big enough to see, the cruiser itself would have to be like 6 feet long on the screen to represent actual scale.
It really couldn't work any other way, unless you had a 100' moniter.

-Dash

**

Actually, you could just make the escape pods really small. I have a thing about fighters relating to that too, and I hope someday to make a TC that adresses this. (it's accually in the works, writing story, designing ships, no dev. team or anything...)

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Actually, you could just make the escape pods really small

REALLY small. My point was that you really can't have everything to an exact scale.

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I have a thing about fighters relating to that too, and I hope someday to make a TC that adresses this. (it's accually in the works, writing story, designing ships, no dev. team or anything...)

Sweet... As long as it makes it slightly more to scale coughThunderheadcough, I'm happy. I would help you on it, but I'm already working on another plug..

-Dash

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Originally posted by Meaker VI:
Actually, you could just make the escape pods really small. I have a thing about fighters relating to that too, and I hope someday to make a TC that adresses this. (it's accually in the works, writing story, designing ships, no dev. team or anything...)

i did that for the original ev once (in a really cheap way), but it ended up with ships which were too big for the offscreen buffer (i.e. some sprites ended up bigger than 640x480, and that was when the fighters were only 8x8). some things are made bigger and others smaller b/c it would be really impractical to display things at their proper sizes (either the big ships would be too big to fit on one screen or the small ships, not to mention the shots, would be too small to recognize or even see)

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Originally posted by dashriprock:
**Sweet... As long as it makes it slightly more to scale coughThunderheadcough, I'm happy. I would help you on it, but I'm already working on another plug..

-Dash

**

Well, I hadn't quite ment I was changing the existing EVN, I was making a TC that would change everything. I couldn't change the current EVN that way, the fighters are a crutial part, and making them almost too small to see wouldn't work for gameplay. The TC I'm working on is going to make the fighters very, very, very, miniscule, and even the shuttle will have some bulk to it. (I think it was 300 tons. A fighter was 12.)

And I know I still can't make it entirely to scale, but I can make definantly it a whole lot better! I hope to make anti-fighter weapons nessecary, as capital weapons will accually be unnable to hit them, unless they are very lucky.

BTW- I'll need several graphics guys if I'm gonna pull this off. (It's ethir that or I use Polycon's graphics and resize them all. 😛 )

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