Ryan Cordell wrote:
Yep.

Hopefully I can try to make Red Faction: Armageddon's Singularity Cannon.Magban724 wrote:black hole gun
leileilol wrote:
ingame now. the skirt is a bitch to rig especially with those frills.
Whatever that game is.... it looks fucked up.
TerminusEst13 wrote:Whatever that game is.... it looks flanged up.
Looks like a very modded Unreal Tournament 2004/2003.
Ricochet wrote:Nash wrote:Just poll the "look" values from GetPlayerInput.. on the X axis, negative means looking left while positive means looking right. Likewise for looking up and down, though I may need to make adjustments based on a player's invert mouselook setting. Using that data I can smoothly offset the gun sprite with SetActorProperty... though being ACS-based, this will lock the effect to 35 FPS. But I don't plan to offset the gun that much so I guess it isn't noticable.
I could also do it in the source but I prefer to get it done on a scripting level so it's easily changable.
Strafe tilting is just a matter of checking for the move left and move right keys and then tilting the player by changing his "roll" property.
EDIT: and not to forget an option to turn the effect off because I know there are people out there who think this is stupid.
I know this is an old post, but can you explain exactly what your code is? I really wanna have the weapon lag effect, but I don't know any ACS.
Nash wrote:You wont be able to do it with (G)ZDoom anyway, it uses functions that aren't available. The closest you can get with APROP_GunOffsetX/Y support is from Ryan Cordell's Tower of Babel source port.