Right now, I´m working with a shotgun that firing ordinary pellets in primary mode, but in secondary mode fires of a breaching round at a distance of max 2 meters/6 feet.
My problem is that I´m using explosive .prj files and therefore, the world is shaking each and every time I´m fireing that thing.
Any tip´s on how to remove the "shake-effect"?
Breaching rounds. The world is shaking!
#4
Posted 02 February 2003 - 08:08 PM
Why do you use explosives to breach door?
I use the normal shotgun weapon type for it. Whith the shotgun in Swedish Force you can only breach doors if you are close enough to hit the door itself with about 90% of the pellets.
It's about setting the velocity and all that so it got enough kill energy in all the rounds together. And not in each pellet. Takes some testing to get it the way you want it.
I use the normal shotgun weapon type for it. Whith the shotgun in Swedish Force you can only breach doors if you are close enough to hit the door itself with about 90% of the pellets.
It's about setting the velocity and all that so it got enough kill energy in all the rounds together. And not in each pellet. Takes some testing to get it the way you want it.
- Technical Artist @ Avalanche Studios
Games: Split/Second, Bionic Commando, Terminator Salvation, Wanted: Weapons of Fate, Bionic Commando: Rearmed,
Tom Clancy's Ghost Recon: Advanced Warfighter 2, Neverwinter Nights: The Wyvern Crown of Cormyr & Infinite Dungeons
Mods: GRAW2 Extended v1.5.3 BETA, GR: Swedish Force - For King & Country v1.4.5
Games: Split/Second, Bionic Commando, Terminator Salvation, Wanted: Weapons of Fate, Bionic Commando: Rearmed,
Tom Clancy's Ghost Recon: Advanced Warfighter 2, Neverwinter Nights: The Wyvern Crown of Cormyr & Infinite Dungeons
Mods: GRAW2 Extended v1.5.3 BETA, GR: Swedish Force - For King & Country v1.4.5
#5
Posted 03 February 2003 - 08:45 AM
Quote
Why do you use explosives to breach door?
I use the normal shotgun weapon type for it. Whith the shotgun in Swedish Force you can only breach doors if you are close enough to hit the door itself with about 90% of the pellets.
It's about setting the velocity and all that so it got enough kill energy in all the rounds together. And not in each pellet. Takes some testing to get it the way you want it.
I use the normal shotgun weapon type for it. Whith the shotgun in Swedish Force you can only breach doors if you are close enough to hit the door itself with about 90% of the pellets.
It's about setting the velocity and all that so it got enough kill energy in all the rounds together. And not in each pellet. Takes some testing to get it the way you want it.
Wolfsong, what properties have you given this gun?
Thought it was impossible!
I would be truly glad if you could tell me how to do that!
#6
Posted 04 February 2003 - 03:58 AM
Wolfsong, on Feb 2 2003, 20:12 PM, said:
It's about setting the velocity and all that so it got enough kill energy in all the rounds together. And not in each pellet. Takes some testing to get it the way you want it.
I too would love to know how you do that. As would many others I think.
Stout Hearts
Warhawk


"War is the continuation of policy by other means."
- Karl von Clausewitz
Never in the field of human conflict was so much owed by so many to so few. Sir Winston Churchill
"Oh, and here I am playing airsoft in downtown Al Rutbah. We spent the entire day kicking in doors with airsoft guns while Bathists had AKs." - HatchetForce
#7
Posted 04 February 2003 - 06:42 AM
Try setting the velocity to about 800. And go kill a door. It worked with only 5 pellets. Then I upped to 20 pellets /shoot and lowered the velocity and adjusted the spread so that I got what I wanted. Tested you shoot alot of people at different distances to see how it would kill and how it would not. It takes a lot, and I say a lot of testing. But now I got something in the way I was looking for.
It's a little odd and quite useless in thsi game, but it's fun. I have a "shotgun only" gun restriction as well for MP. Quite odd to play.
It's a little odd and quite useless in thsi game, but it's fun. I have a "shotgun only" gun restriction as well for MP. Quite odd to play.
- Technical Artist @ Avalanche Studios
Games: Split/Second, Bionic Commando, Terminator Salvation, Wanted: Weapons of Fate, Bionic Commando: Rearmed,
Tom Clancy's Ghost Recon: Advanced Warfighter 2, Neverwinter Nights: The Wyvern Crown of Cormyr & Infinite Dungeons
Mods: GRAW2 Extended v1.5.3 BETA, GR: Swedish Force - For King & Country v1.4.5
Games: Split/Second, Bionic Commando, Terminator Salvation, Wanted: Weapons of Fate, Bionic Commando: Rearmed,
Tom Clancy's Ghost Recon: Advanced Warfighter 2, Neverwinter Nights: The Wyvern Crown of Cormyr & Infinite Dungeons
Mods: GRAW2 Extended v1.5.3 BETA, GR: Swedish Force - For King & Country v1.4.5
#8
Posted 04 February 2003 - 10:28 AM
Nope, it isn´t as useless as you might think...
The people who plays for example (like me) the 22nd SAS Equipment Mod in MP would love to have a breaching shotgun.
´Cause a shotgun is the ultimate close fighting weapon and the amount of coordination and profficency that it takes to suprise someone at the maps containing doors is hard to reach (you know, one guy with the M203 and another one rushes in before the guys inside realize what happens).
It takes some really good timing, and very often, you realize that you´ve become a GL-related TeamKill
The people who plays for example (like me) the 22nd SAS Equipment Mod in MP would love to have a breaching shotgun.
´Cause a shotgun is the ultimate close fighting weapon and the amount of coordination and profficency that it takes to suprise someone at the maps containing doors is hard to reach (you know, one guy with the M203 and another one rushes in before the guys inside realize what happens).
It takes some really good timing, and very often, you realize that you´ve become a GL-related TeamKill
This post has been edited by Tollen: 04 February 2003 - 10:29 AM
#9
Posted 04 February 2003 - 11:18 AM
Lol. That might be.
I only have it as an extra weapon for the EOD specialist. He has the Ag 90 as well, but not in the same kit.... maybe I should combine those just for fun.
I only have it as an extra weapon for the EOD specialist. He has the Ag 90 as well, but not in the same kit.... maybe I should combine those just for fun.
- Technical Artist @ Avalanche Studios
Games: Split/Second, Bionic Commando, Terminator Salvation, Wanted: Weapons of Fate, Bionic Commando: Rearmed,
Tom Clancy's Ghost Recon: Advanced Warfighter 2, Neverwinter Nights: The Wyvern Crown of Cormyr & Infinite Dungeons
Mods: GRAW2 Extended v1.5.3 BETA, GR: Swedish Force - For King & Country v1.4.5
Games: Split/Second, Bionic Commando, Terminator Salvation, Wanted: Weapons of Fate, Bionic Commando: Rearmed,
Tom Clancy's Ghost Recon: Advanced Warfighter 2, Neverwinter Nights: The Wyvern Crown of Cormyr & Infinite Dungeons
Mods: GRAW2 Extended v1.5.3 BETA, GR: Swedish Force - For King & Country v1.4.5
#10
Posted 04 February 2003 - 11:32 AM
Then guns to combine would be the shotgun and the AK5D in a demospecialist. Thats some really good blend of long- and short distance whopass.
By the way, have you had any luck in making the weapons slung while the secondary is active? That would really make my day
By the way, have you had any luck in making the weapons slung while the secondary is active? That would really make my day
#12
Posted 05 February 2003 - 01:49 AM
@Tollen
There will be no other character that was the shotgun besides the EOD guy as he is the only one you would find in real life with it of those that are in the game. But a combo with Ag90/Hg90 could be interesting. He would be extreamely dangerous at short and long distances and have a limited use at medium distance.
There will be no other character that was the shotgun besides the EOD guy as he is the only one you would find in real life with it of those that are in the game. But a combo with Ag90/Hg90 could be interesting. He would be extreamely dangerous at short and long distances and have a limited use at medium distance.
- Technical Artist @ Avalanche Studios
Games: Split/Second, Bionic Commando, Terminator Salvation, Wanted: Weapons of Fate, Bionic Commando: Rearmed,
Tom Clancy's Ghost Recon: Advanced Warfighter 2, Neverwinter Nights: The Wyvern Crown of Cormyr & Infinite Dungeons
Mods: GRAW2 Extended v1.5.3 BETA, GR: Swedish Force - For King & Country v1.4.5
Games: Split/Second, Bionic Commando, Terminator Salvation, Wanted: Weapons of Fate, Bionic Commando: Rearmed,
Tom Clancy's Ghost Recon: Advanced Warfighter 2, Neverwinter Nights: The Wyvern Crown of Cormyr & Infinite Dungeons
Mods: GRAW2 Extended v1.5.3 BETA, GR: Swedish Force - For King & Country v1.4.5
#13
Posted 05 February 2003 - 07:13 AM
@Wolfsong
It´s true. OK
One thing though, I now have tried to mod my shotguns to breach doors, by giving it the velocity of a 12cm depleted uranium AT-round (2800), some 120 pellets, and the killing power of a small tactical nuke...
It still won´t open, even when the barrel is sticking through the door...
We´ll see, I will try some more tonight but... any more tips?
It´s true. OK
One thing though, I now have tried to mod my shotguns to breach doors, by giving it the velocity of a 12cm depleted uranium AT-round (2800), some 120 pellets, and the killing power of a small tactical nuke...
It still won´t open, even when the barrel is sticking through the door...
We´ll see, I will try some more tonight but... any more tips?
#14
Posted 06 February 2003 - 01:43 PM
Lol. I have not idea actually. I only played around and it worked.
So you'll just have to wait for SF v1.4 to see it I guess becouse I don't know what I did.
- Technical Artist @ Avalanche Studios
Games: Split/Second, Bionic Commando, Terminator Salvation, Wanted: Weapons of Fate, Bionic Commando: Rearmed,
Tom Clancy's Ghost Recon: Advanced Warfighter 2, Neverwinter Nights: The Wyvern Crown of Cormyr & Infinite Dungeons
Mods: GRAW2 Extended v1.5.3 BETA, GR: Swedish Force - For King & Country v1.4.5
Games: Split/Second, Bionic Commando, Terminator Salvation, Wanted: Weapons of Fate, Bionic Commando: Rearmed,
Tom Clancy's Ghost Recon: Advanced Warfighter 2, Neverwinter Nights: The Wyvern Crown of Cormyr & Infinite Dungeons
Mods: GRAW2 Extended v1.5.3 BETA, GR: Swedish Force - For King & Country v1.4.5
#15
Posted 06 February 2003 - 01:46 PM
Quote
Lol. I have not idea actually. I only played around and it worked. So you'll just have to wait for SF v1.4 to see it I guess becouse I don't know what I did.
Hmmm.... CTRL-C, CTRL-V........
I will keep on with my experiments... might be something i missed.

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