Author Topic: Minigun Rotation Implementation  (Read 4224 times)

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Offline Espadon

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Minigun Rotation Implementation
« on: October 05, 2008, 02:41:35 pm »
Just a simple request that the minigun-rotate sprites be put to use. Have the -rotate graphics flash on top of the existing sprite a la muzzle flash when you press the trigger [regardless of startuptime] will be good enough. Even better would be to increase flash time from 0 to max during startuptime [0 startup just means instantaneous increase to max] but it wouldn't be noticeable except for a few applications.
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Offline miketh2005

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Re: Minigun Rotation Implementation
« Reply #1 on: October 05, 2008, 03:05:49 pm »
That would be sweet! Deffinitly F12
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Offline Gotfryd

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Re: Minigun Rotation Implementation
« Reply #2 on: October 05, 2008, 03:27:57 pm »
F12. Can you add a poll?

Offline Hair|Trigger

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Re: Minigun Rotation Implementation
« Reply #3 on: October 06, 2008, 02:55:13 am »
Polls are really only needed for more than two choices, not just an F11/F12 case (for suggestions, anyway)

But i'm gonna say F12 to this.  Been wondering why the mini-rotate gfx didn't seem to appear in-game

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Offline -Zombie-

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Re: Minigun Rotation Implementation
« Reply #4 on: October 06, 2008, 03:19:05 am »
This would be really nice, but wouldn't heaps of mods have to be fixed?

Anyway it sounds coo, f12

Offline Decaying Soldat

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Re: Minigun Rotation Implementation
« Reply #5 on: October 06, 2008, 03:25:15 am »
Sounds good to me ,f12. But only if the Soldat team has time though, this isn't too important.

Offline echo_trail

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Re: Minigun Rotation Implementation
« Reply #6 on: October 06, 2008, 04:02:30 am »
This would be really nice, but wouldn't heaps of mods have to be fixed?

Anyway it sounds coo, f12

my emmidiate concern as well. Sounds cool enough and all, but I thnk it'd be too complicated.
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Offline Gotfryd

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Re: Minigun Rotation Implementation
« Reply #7 on: October 06, 2008, 06:03:34 am »
Polls are really only needed for more than two choices, not just an F11/F12 case (for suggestions, anyway)

No, I can't agree with this. Polls are handy especially when suggestion is simple and won't be discussed a lot (and therefore won't chage much throughout the topic). Look at this one: probably almost everyone would agree and there will be several dozens of posts, many of which will be variatons on "F12, I support this idea". But how will you "count votes"? Will you read whole topic (and it will contain some long and/or offtopic posts for sure, apart from this majority of variatons on "F12, I support this idea")? Poll really is easy to set up, easy to vote and easy to check. There was even discussion about adding polls, when FLAB himself said:

This "suggestion" has been added to the rules for this forum.

From the rules:
My final guideline is the most important - post your suggestion with a poll, if it's appropriate. This is a perfect way of indicating how popular your idea is. Also, try not to post your poll with lots of silly options - we're not trying to be funny here, we're making serious suggestions for Soldat. Making polls like this is asking for people not to take you seriously. A simple 'Yes' and 'No' will suffice.

Offline STM1993

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Re: Minigun Rotation Implementation
« Reply #8 on: October 06, 2008, 07:05:53 am »
I'll actually support this idea. F12.



I don't know why the rotate sprites were there, I used to think they were used until I tried them out one day, and they seem to look exactly the same (correct me if I'm wrong). Now it should actually be used, at least use that sprite and the original sprite to make the rotating effect on the minigun.

Depending on the startup time, the minigun could be rotating or not rotating. Maybe at a value of about 30 startup time (for example) or higher, the minigun does not rotate when not fired. But when the value is lower, the minigun could actually rotate, but not as fast as when it fires. The lower the startup, the faster the minigun rotates. So if the startup time is 0, the minigun should be spinning at its fastest already, as though it were already firing.

On a side note, I realized that the minigun-empty.wav file is also unused. It could be used if you're trying to fire while the gun is reloading, and then the minigun-end.wav sound plays when it stops as it is now. Thinking about it, I suggest that should the minigun be rotating, it would play a sound something like minigun-rotate.wav , like when a chainsaw is being held, it will loop that "chainsaw-m.wav" sound.

Offline Rook_PL

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Re: Minigun Rotation Implementation
« Reply #9 on: October 06, 2008, 09:00:48 am »
Yes, rotating minigun' barrels could be fun, but lets face it: only in some space/future mods. Normally hardly anyone would notice. Because of that (I suppose) it wasn't implemented in the game at the very beginning - the rotate file is just a proof that MM tried to do it, but abandoned the idea. That's enough reason for me to vote F11 - leave it as it is.

Offline STM1993

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Re: Minigun Rotation Implementation
« Reply #10 on: October 06, 2008, 09:32:52 am »
Yes, rotating minigun' barrels could be fun, but lets face it: only in some space/future mods. Normally hardly anyone would notice. Because of that (I suppose) it wasn't implemented in the game at the very beginning - the rotate file is just a proof that MM tried to do it, but abandoned the idea. That's enough reason for me to vote F11 - leave it as it is.

I disagree with the part about "only in some space/future mods", any modder can make use of this function and make a big difference.



But your explanation is very reasonable ; I like that.

Offline homerofgods

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Re: Minigun Rotation Implementation
« Reply #11 on: October 06, 2008, 09:57:31 am »
so if it's not too much trouble, F12

Offline Decaying Soldat

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Re: Minigun Rotation Implementation
« Reply #12 on: October 06, 2008, 11:45:14 am »
We can see MM gave special care and love to the minigun, the extra sounds, the extra sprites(though unused). Too bad the weapon itself ain't that popular.

Offline Espadon

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Re: Minigun Rotation Implementation
« Reply #13 on: October 06, 2008, 05:34:13 pm »
This would be really nice, but wouldn't heaps of mods have to be fixed?

Anyway it sounds coo, f12

No for the majority of mods. Most of the mods I've seen have duplicate sprites for -rotate so it'll only affect slop-mods.
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Offline lynx_fxghta

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Re: Minigun Rotation Implementation
« Reply #14 on: October 07, 2008, 03:15:43 am »
F12, sounds cool and useful!

Offline Horve

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Re: Minigun Rotation Implementation
« Reply #15 on: October 08, 2008, 03:08:31 pm »
yeah, rotating mini sounds good
and what about chainsaw cut-rotation gfx also to be added with the minigun rotation?

Offline Gotfryd

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Re: Minigun Rotation Implementation
« Reply #16 on: October 08, 2008, 04:07:16 pm »
and what about chainsaw cut-rotation gfx also to be added with the minigun rotation?

;D F12 ;D

Offline chutem

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Re: Minigun Rotation Implementation
« Reply #17 on: October 08, 2008, 04:25:42 pm »
F12, would look neat.
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Offline Espadon

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Re: Minigun Rotation Implementation
« Reply #18 on: October 08, 2008, 07:26:19 pm »
You can do that with chainsaw-fire...
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Offline Lord Frunkamunch

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Re: Minigun Rotation Implementation
« Reply #19 on: October 08, 2008, 08:46:56 pm »
But not very effectively, especially with weird shapes.

I'm personally all for adding this to both of them.
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