It would be nice if someone would bost a Tutorial on what exacty each of the options in eash of the tables are for? and in easy discription of what will happen if this or that is inabled
DA WICKED KLOWN PRINCE OF DA SITH
goober
Posted 26th Mar 2007 6:30pm
L4Y Member Post 4812 / 265
There are literally thousands of properties in tables.... way too many to list. If you post a specific one, me and other would be able to help you, but i think your request is a little unfeasable...
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"random_bmp_orient" (what does this mean)
"cycle_alpha" (what does this mean)
"no_fire_through" (what does this mean)
"undeviating" (what does this mean)
(if the bitmap is on all weapons then why is the rail gun the only weapon with somthing there?)
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$Mass: (is this the mass of the weapon or the projectile)
$Fire Wait: (can't rember which way slows down the weapon)
$Trail emitter: (can this cause damage)
$Tracers: (can this cause damage)
DA WICKED KLOWN PRINCE OF DA SITH
RF Grim Reaper
Posted 27th Mar 2007 4:44am
L4Y Member Post 593 / 902
random_bmp_orient - works pretty much the same as it does with particle emitters in RED. The muzzle flash bitmap will randomly rotate when on display.
cycle_alpha - I'm not quite sure on this one, but I assume it will make the transparency layer (alpha) change colour if the correct files are there?
No_fire_through - I believe this one will over-ride the mass settings and make sure that the projectiles (bullets/rockets/etc) do not pass through walls.
undeviating - I believe this setting makes sure that no matter what angle you fire the weapon at a wall the projectile will not bounce (for the opposite effect look at HMG bullets bouncing off metal surfaces from shallow fire angles).
From looking at the Rail Gun I think that the bitmap is a big + and the length and radii affect how long and how big the 'trail' appears. I havn't really played with this though so it's just a guess.
Mass - every projectile has a certain mass. Each type of material takes a set amount from this for every meter the projectile travels through the material. For example, if the mass = 10 and the material takes '1' unit from the projectile per meter travelled then the bullet/rocket/rail driver can travel through 10 meters of wall before it stops.
Fire Wait - This is the time that the gun waits after you have pressed 'fire' before you can shoot again. I believe.
Trail Emitter - Best described by rockets, they emit smoke behind them as they fly along. Basically its a particle emitter stick to the back of a projectile.
Tracers - These work just like in real life, every set number of rounds (number set in the tables) a tracer round is fired. The round has a bitmap on it so you can actually see the bullet, or 'trace' its path with your eye. The bmp can be changed for interesting effects.