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"shooter entities"

Postby ReD NeCKersoN » Thu Dec 17, 2009 5:46 pm

(Torhu: I need "shootable" molotovs!)
The SG coders did some work with "shooter_dynamite" & "shooter_molotov" entities, so I decided to make a skeet thrower to have a little fun! Notice that the trajectory of the targets in this video is random, allowing for more of a challenge. In fact, most everything about the target is configurable. Perhaps a new gametype might evolve from this test? For certain, I will be making a "shooting range" type of map so players can have a little fun while practicing aim.

Anyway, check this out:


Skeet Shooting! video - ReD_NeCKersoN - Mod DB

Last edited by ReD NeCKersoN on Fri Dec 18, 2009 3:35 am, edited 1 time in total.
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Postby Pardner » Thu Dec 17, 2009 5:56 pm

Very nice! We will have to make a skeet shooting range and fireworks show map for Tequila!

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Postby Black Jack Ketchum » Thu Dec 17, 2009 9:41 pm

im smelling a new gametype :D
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Postby /dev/random » Thu Dec 17, 2009 10:20 pm

Are these supposed to be training maps? With the new VoIP feature, one can even add recorded sound to demos!
Would be a very cool fu*king manual :D
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Postby Joe Kari » Thu Dec 17, 2009 10:46 pm

Wooohoooo, very nice work Tequila & ReD ;)
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Postby Sucalakafufu » Thu Dec 17, 2009 11:08 pm

sweet work ReD! :D

hey so if molotovs can be made "shootable" then would we be able to add this in game? as in if a guy is holding a lit molotov, you can shoot it like a dyne and make HIM light on fire!!!! :evil:
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Postby ReD NeCKersoN » Fri Dec 18, 2009 12:47 am

Sucalakafufu wrote:hey so if molotovs can be made "shootable" then would we be able to add this in game? as in if a guy is holding a lit molotov, you can shoot it like a dyne and make HIM light on fire!!!!

I believe that's the idea. ;)
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Postby Sucalakafufu » Fri Dec 18, 2009 12:51 am

ReD NeCKersoN wrote:
Sucalakafufu wrote:hey so if molotovs can be made "shootable" then would we be able to add this in game? as in if a guy is holding a lit molotov, you can shoot it like a dyne and make HIM light on fire!!!!

I believe that's the idea. ;)


saweet!!! :D
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Postby torhu » Fri Dec 18, 2009 1:01 am

I can't believe we haven't thought of making molotovs in your hand shootable before, especially since dynamite already is. :lol:

If they're not lit, I suppose they would just drop to the ground and break?
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Postby Sucalakafufu » Fri Dec 18, 2009 2:25 am

torhu wrote:I can't believe we haven't thought of making molotovs in your hand shootable before, especially since dynamite already is. :lol:

If they're not lit, I suppose they would just drop to the ground and break?


i had forgotten to post on the forums about this b4.. me and Ejcovero had for awhile wanted this :P

well i was thinking they could just shatter and the juice would fall out. so if u were running forward u might get some on urself and be flammable? although that sounds like it might take extra coding.... if not, maybe just have the juice fall on the ground :)
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Postby torhu » Fri Dec 18, 2009 2:29 am

Yes, if possible they should shatter in your hand.
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Postby ReD NeCKersoN » Fri Dec 18, 2009 3:36 am

/dev/random wrote:Are these supposed to be training maps? With the new VoIP feature, one can even add recorded sound to demos!
Would be a very cool fu*king manual :D

Not a bad idea. I'll give that some thought. :wink:
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Postby ReD NeCKersoN » Tue Dec 22, 2009 8:19 am

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Postby Joe Kari » Tue Dec 22, 2009 3:42 pm

Héhé, very funny ;)

It would be fine if the shooter entity accept a "spread" or "randomness" key/value. For instance it looks like they are always shooting exactly the same way.
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Postby ReD NeCKersoN » Tue Dec 22, 2009 5:22 pm

Joe Kari wrote:It would be fine if the shooter entity accept a "spread" or "randomness" key/value.

You can! I have them set to "random" with a value of 10. If you'll look again you might notice that the dynos land in different places? A higher random value would make this much more obvious.
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