Railgun scenery?

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Cutmanmike
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Railgun scenery?

Post by Cutmanmike »

Is there a way to make a map spot shoot a railgun? And ajust it's power?
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The Ultimate DooMer
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Post by The Ultimate DooMer »

Nope - it's a hitscan weapon (not a projectile).
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Kate
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Post by Kate »

You can try this: Put a scripted railgun marine over the mapspot and give it a TID, then via a script set the marine's moving speed to 0 and set it to be invisible.
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cccp_leha
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Post by cccp_leha »

Destroyer wrote:You can try this: Put a scripted railgun marine over the mapspot and give it a TID, then via a script set the marine's moving speed to 0 and set it to be invisible.
And also have the marine shoot at a shootable thing via thingHate(), unless you want him to just stand there :).
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Chilvence
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Post by Chilvence »

Mhhh... wouldnt it just walk on the spot for several seconds inbetween shots?

Maybe it could be useful to have stationary monsters repeatedly fire their weapon. You could force a monster to stand its ground and shoot, thus possibly making a better challenge to the player. Unless theres a good reason for having the monsters shuffle on the spot :D
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Nanami
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Post by Nanami »

You can use SetActorProperty to change its speed to 0, making it not move.
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Kate
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Post by Kate »

Nanami wrote:You can use SetActorProperty to change its speed to 0, making it not move.
I wrote:...set the marine's moving speed to 0...
:P
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HotWax
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Post by HotWax »

You can also modify the attack frames with refire pointers. AFAIK, as long as such an enemy has a target they can see and fire at, they'll keep firing until it's dead or they can't shoot at it anymore. (Chaingunners, Arachnotrons, etc)

You can't do this to the scripted marines, but you can give a monster the monster RG codepointers and set the damage to whatever you like in the process.
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Sphagne
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Post by Sphagne »

You can also make it with Dehacked to make a one shot enemy that dies after it has shot a rail gun, and spawn it as many times as you like.
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