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View Full Version : How to get vehicle to fire from both barrels?



Advancebo
February 8th, 2009, 08:44 PM
I need to know how to setup up the tags so that the weapons on a vehicle fire from each barrel alternatively. Like in the Halo 3 Ghost/Banshee.

Invader Veex
February 8th, 2009, 08:54 PM
I'm pretty sure that instead of naming both of the markers #primary trigger, name one #primary trigger and the other #primary trigger1.

Then you put 2 firing effects in the weapon tag, one for each marker.

Advancebo
February 8th, 2009, 09:10 PM
That just makes 2 different effects.

I want it to fire bullets from both sides.

The way you are explaining is what the plasma rifle uses, and it fires from the magic camera origin, and not the weapon origin.

Inferno
February 9th, 2009, 03:51 PM
Check off the flags "Projectiles has identical error" and "Projectiles are client side only" and "Fire from weapon origin".

This question is asked a lot.

Advancebo
February 9th, 2009, 03:54 PM
Ok thanks, just asking, but, what does "Projectiles are client side only" mean and do?

Inferno
February 9th, 2009, 03:55 PM
No idea but it works when you do it.

Masterz1337
February 9th, 2009, 04:51 PM
I'm pretty sure i knew the answer to thr projectile client side flag when I was working on H2 Coag, they may not show up online if it's not checked.

Advancebo
February 10th, 2009, 03:33 PM
thanks for the info :P

t3h m00kz
February 11th, 2009, 01:58 AM
I'm big on netcodes and hit detection, so I think I'll clear this up.

The Client-Side Only tag will not have any effect on how the weapon itself functions. It decides weather or not to show the projectile being fired out of the weapon through the client (instantly) or through the server (with a bit of lag) in netplay. For example, if checked, the weapon's projectiles will be shot out when the client shoots them out, ALA stock Halo weapons. If unchecked, there will be lag before the projectile appears to be released based on ping. Ever wonder why CMT's Shotgun or the charge bow in Hyrule Field Alpha lag with their shots? It's because the flag is unchecked, what you're seeing is the projectiles coming out server-side, similar to the netcode used in Unreal Tournament and Gears of War, but glitchier.

Checking it off works well with weapons such as sniper rifles and pistols, since there's barely any effects on them, and nothing will really be lost, but if the projectile has any crazy effects that occur durring impact, IE curving or a rocket explosion, the Client's POV will see some really fucked up things. This is what caused the twitchiness and explosion issue with Hyrule Field's charge bow.

Having it unchecked can help new players learn to lead their shots properly over the net, as the projectiles are based on the player's Ping. It will accurately depict the bullet hitting the target. You won't see the projectile pass by your target and then your target walk into where the projectile just was, you'll actually see the projectile hitting your target. However certain detonation effects will not be shown. Both options have their strong points.

Nothing really changes. The weapon acts the same either way, the changes are only visual.

Just to clear that up. lol.

A bit off topic, another interesting unpopular tag option is "Projectile can preform Multiplayer headshots" in the damage_effect tags, which doubles damage dealt when shot in the head. A noshield biped with 100 health will die in 3 headshots from a weapon that deals 20 damage, when obviously 3 body shots would do 60 damage, and it would normally take 5 body shots to kill the biped.

So many awesome tags options not used in Halo...

p0lar_bear
February 11th, 2009, 02:28 AM
Ok thanks, just asking, but, what does "Projectiles are client side only" mean and do?

To TL;DR m00kz, look at the Shotgun in cmt_snow_grove. Notice how there's a delay between firing and when the pellets actually fly, unless you're hosting?

That's not an animation thing.

t3h m00kz
February 11th, 2009, 02:31 AM
To TL;DR m00kz, look at the Shotgun in cmt_snow_grove. Notice how there's a delay between firing and when the pellets actually fly, unless you're hosting?

That's not an animation thing.

Some people thought it was, but I knew exactly what was going on. After I got into modding and I saw the variable, I knew that's what causes it.

I'm honestly surprised not too many people know about it, it's actually a pretty cool variable to have on hitscan weapons.