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Zxain

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ok, so after i beat all of the expansions, i decided i deserved a sweet set of armor and weapons.

my problems are:

armor: is there a way to make the armor/clothes so that they dont degrade, or do i have to jack up the health on them to the max? (what i did)

weapon: specs in picture

 

 

the problem is, when i go to fire, it kicks once or twice as if it had fired, but does not fire, then when i let go of the mouse button, it fires, and the projectile sometimes goes far off course sometimes, and the delay from when i click till when it fires leaves alot to be desired. also it would be nice if anyone could help me optimize anything else.

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Show us the next page.

 

From my experience, 9 times out of 10 it's a conflict between what the preferences of the weapon are supposed to do, and what the sound/visuals can actually do.

 

I recently made a happy discovery by increasing a 25 fire rate to a modified Gatling Laser that fires the LibertyPrimeProjectile. Managed to get it to play a Generator Warm Up sound when I click it, and when I released, it fires the beam complete with the accompanying soundeffect, and if I hold down the fire button, it continues to stream like a freaking Ghostbuster Particle Accelerator Beam. Makes a hell of a mess :P Added a script that causes the player to become concussed when they use it, heh.

 

The downside to this though is that it MUST remain as an Automatic because that's how the Gatling Laser model works (as near as I can tell, this is the problem). Switching it to be a one-shot cannon, I didn't get my Hold Down, Release, Fire mechanizm anymore :( Switched the base model over to use the Laser Rifle though, but I don't get the constant held down stream of 25 fire rate that I'd like (probably because the model just doesn't do it like the gatling does).

 

Anyways, that's just what I've experienced.

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When you change a weapon to automatic you have to change the animation to loop. So in the "Attack Anim" Section on the secon page, make sure it is AttackLoop and not AttackLeft or AttackRight. This should fix the non-firing.
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