LobsterMobster Posted November 9, 2010 Share Posted November 9, 2010 I was dismayed to find that there were no big, beefy, non-automatic guns in the game. The anti-materiel rifle just isn't beefy enough for me and I don't like how quickly the minigun eats ammo. My solution was to make a single-shot, non-explosive version of the grenade machine gun, since it looks like a cannon anyway. I have the functionality down and I don't think it's terribly unbalancing, though I will need to learn a little more to get the ammo availability right. Right now I'm trying to get the look and feel down. I want it to be semi-automatic but the animation doesn't seem to support that. If I uncheck automatic the animation plays very quickly but it doesn't actually fire. If I have to make it automatic I'd prefer to get the firing rate down to something like one shot per second (with an 8-round magazine). However the animation seems to play the same no matter how it fires, animating recoil for a much faster rate of fire. Anyone know how to either get it to work as a semi-automatic or somehow get a delay in the animation so it looks right? Secondly, I want it to look and sound like the world is ending. Anyone know a weapon with a nice big muzzle flash I could use, and any recommendations for firing sounds? I tried using one of the biggest weapons in the game as the firing sound but it had a slight delay on it so no dice. Worse to worst I'll learn how to import my own sounds I guess. Thanks! Link to comment Share on other sites More sharing options...
LobsterMobster Posted November 9, 2010 Author Share Posted November 9, 2010 Are my answers so obvious and easy that I don't deserve an explanation, or so complicated and difficult that no one knows? I'd love a little help, guys! Or at least some form of communication. I'm so lonely... :C Link to comment Share on other sites More sharing options...
pikey1969 Posted November 10, 2010 Share Posted November 10, 2010 Adjust the animation speeds in the arts & sounds tab. Keep in mind what matters is not the rate of fire you input in the weapons tab, but the greyed-out value that is calculated next to the animation multiplier inputs under the arts & sounds tab. i'd open geck to explain this better instead of from top of my very limited knowledge, but i m gonna hope that short explanation is sufficient since geck is a slow buggy piece of crap on my computer atm. if it isn't enough, i will put some screenshots up and explain it to ya. Link to comment Share on other sites More sharing options...
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