• Jackarunda's SENTs
    711 replies, posted
[QUOTE=Kung Fu Jew;29728227]I think you should make the M82 detonate explosives- just for the novelty factor, even C4. I'm fairly certain the United States' military forces use it nowadays to pop ordinance from afar.[/QUOTE] ...yes, with HE rounds they do... no inert projectile, regardless of mass or speed (excluding insane sci-fi things), is going to be able to generate the proper combination of heat, shock and fire upon impact to cause as stable an explosive as C4 to detonate. as for normal HL2 explosives, it already does. Every gun does. That's just the way HL2 is. The JI Gun Napalm pretty much turns any bullet somewhat HE/INCND anyways, so why not just use that? .50cal FMJ bullets with a little napalm can pop ordinance for you at range, even C4 packs. [editline]9th May 2011[/editline] They use rounds like the high-explosive/incendiary Raufoss Mk.211 and other things. [url]http://en.wikipedia.org/wiki/Raufoss_Mk_211[/url] FMJ bullets will not set off explosives. You've been conditioned by decades of video games with shootable oil barrels and explosive crates and the like, as have I. Cars don't explode either. Ever. Life's really just one big disappointment.
Oh, forgot about the whole HE thing for a moment there (and that there were napalm rounds available). Woops. I'll do that. Will it get the thermite and dirty bomb too? That'd be cool.
[QUOTE=Kung Fu Jew;29728894]Oh, forgot about the whole HE thing for a moment there (and that there were napalm rounds available). Woops. I'll do that. Will it get the thermite and dirty bomb too? That'd be cool.[/QUOTE] It will indeed ignite thermite... don't know about the dirtybomb; I can't remember what I did. Also, I'm thinking about changing the GunNapalm's definition a bit and giving it also a tiny explosion effect on impact so it's truly an incendiary/HE substance. I think that'd be cool. I mean sure it won't be as powerful or effective as an actual dedicated HE/INCD constructed round, but hey the ability to have special bullets whenever you want I think is pretty neat
Just tested the RDD, it does not blow up upon being shot with incendiary bullets. That would be a cool idea. It would make it prettier at the very least :)
[QUOTE=Jackarunda;29728681]You've been conditioned by decades of video games with shootable oil barrels and explosive crates and the like, as have I. Cars don't explode either. Ever. Life's really just one big disappointment.[/QUOTE] Well actually it came from the America's Army game. In the sniper rifle training course you're tasked with shooting a big ugly bomb sticking out of the ground downrange with an M24. There was no denotation of you using any special ammunition since you're allowed to fire at targets down range and are made to and they don't have extra big holes or anything. [editline]10th May 2011[/editline] Woops double post. Anyway the bomb does in fact pop in the game.
[QUOTE=Kung Fu Jew;29741702]Well actually it came from the America's Army game. In the sniper rifle training course you're tasked with shooting a big ugly bomb sticking out of the ground downrange with an M24. There was no denotation of you using any special ammunition since you're allowed to fire at targets down range and are made to and they don't have extra big holes or anything.[/QUOTE] I remember that training course, actually, and it was an M82 you were using. And you only got one shot. The target looked like a little white wheel-less van with some black drums sitting in front of it or something. The grass was a dark, dull greenish color, you were lying under a little metal ramada, and the overhead instructor guy was loud and mean. It's quite possible to RIG something up to explode when shot (as one would for, say, a military training exercise), but in the field, you're shooting at things that are rigged to be stable (so to speak) since they are supposed to be used and not dangerous, see? In order to rig something up to be as sensitive to shock as necessary to be detonate-able by getting shot, you have to put some kind of shock-sensitive substance in front of it (or mixed in with it), like PETN or some kind of nitroglycer-ic substance... these are considered unstable "detonator" type substances and thus are never used as some ordnance's primary charge (would be far to dangerous to handle). In fact, rigging something up to explode when shot really requires pyrotechnics training. You're not going to fill up a barrel with oil, shoot it, and have it explode. If that were the case, there wouldn't be any military pyrotechnics schools probably. [editline]10th May 2011[/editline] With multiple shots, the oil might leak out and heat or a spark might start a fire, but you'd have to get lucky for that to happen. There was this one mythbusters episode... in order to get a damn explosion they had to shoot several hundred 7.62 TRACER rounds through a PROPANE TANK and even then it wasn't an "explosion," it was just a burning cloud of propane that one of the tracers ignited after the tank had been punctured. Look, I'm not trying to rain on anyone's parade here but I don't think shooting C4 and getting an explosion is realistic, and as such I don't want it in my pack. You know I'd LOVE for explosives IRL to be so fantastically reactive. Like I said, you're more likely to [i]disable (ruin, break)[/i] a bomb by shooting it with a gun than you are to set it off. It's still dangerous, though, just because being around bombs and guns is dangerous.
Oh. Yeah, been a while, I don't remember that game too well. I'd love it too :)
When can we expect a future update? the current items are getting kinda bland now.
[QUOTE=zombini;29804299]When can we expect a future update? the current items are getting kinda bland now.[/QUOTE] things i plan to relase, most of which are already finished: suit life scanner little bit of shield flare on viewmodels fixed shield material staying after death fixed poison zombies blood color appearance of bleeding reflects the severity of the bleeding no more gunsmoke console errors adjusted effect for bleeding underwater muzzle effects now shoot in the proper direction, and have adjusted sprites the Indendiary compound has been changed to PRC, which has more functionality attempted to fix JIGrenades' displays not working properly, soon will be updated to a Derma GUI fixed some problems with the mortar not holstering properly changed c4 to a carryable, throwable swep shotgun muzzle effects no longer unrealistic HHS and UP are now neutral colors so that DIY coloring looks nicer new weapon/entities called the Jackarunda Industries Do It Yourself EXplosives KIT now with 100% more Derma [editline]13th May 2011[/editline] Oh, you asked when, not what of. Sorry. Probably by the end of this weekend I'll have it done and tested. Everything I listed is complete except for the JIDIYEXKIT. I learned derma for it, which makes it really quick and nice to use, it's just a bit tedious creating the menu for it, and I'm working on that day-and-night. Now that I can do some derma, I'm also going to change the JIGrenades and other stuff that needs it over to a nice GUI system, but not in this update. In the next one probably. [editline]13th May 2011[/editline] After I completed the HHS's life scanner system, I played through all of Ravenholm to test it out. I get distracted easily, you see. [editline]13th May 2011[/editline] I also need to come up with a better acronym for the detonator-maker... JIDIYEXKIT doesn't exactly roll off the tongue :/
Jiddyexkit Jiddexykit It rolls off just fine [editline]13th May 2011[/editline] Most people will just call it the "EXKIT" or something anyway, a lot of innovative shit has unwieldy names IRL but people who frequently use it will nickname it something else.
[url]http://steamcommunity.com/id/Jackarunda/screenshot/558656600868035281[/url] ^ Me GUIusta ^ Took about 3 days to learn and make, using the Wiki and Clavus' SCK code
that means CONTAINERS? also hands couldn't help but notice them
Out of curiosity, are Zombies meant to do damage whilst wearing the HHS?
[QUOTE=drewsta199;29815560]Out of curiosity, are Zombies meant to do damage whilst wearing the HHS?[/QUOTE] The idea is that no zombie claws can puncture or tear through the suit, but the suit has no skeletal structure or hard armor, so there's nothing to stop you from taking simple blunt-force-trauma. Fast zombies simply don't have the muscle mass to make powerful enough blows to hurt you through the suit, but normal zombies can still deal about 4 damage to you. Remember that the HHS isn't explicitly a combat suit; the only reason it's puncture-proof is to aid in its anti-contaminant role. [editline]14th May 2011[/editline] [QUOTE=noobcake;29814612]also hands couldn't help but notice them[/QUOTE] Lol dude can you say placeholder models :V
[QUOTE=Jackarunda;29821492]*Some stuff about puncture-proof and blunt trauma. [/QUOTE] I see, good job on it by the way.
Ok, regardless of what people have said, SetPlaybackRate() doesn't do a damn thing to a weapon's animation speeds. I need it because the C4 throws too slowly. I hate it when I'm right about shit being useless, but I told you so. Does anyone have any experience with it?
Use the grenade attack2/drop animation and replace the grenade with the C4 model.
[QUOTE=Jackarunda;29832138]Ok, regardless of what people have said, SetPlaybackRate() doesn't do a damn thing to a weapon's animation speeds. I need it because the C4 throws too slowly. I hate it when I'm right about shit being useless, but I told you so. Does anyone have any experience with it?[/QUOTE] Call if AFTER playing an animation with SendWeaponAnim or SetSequence. Other than that I can't say.
[QUOTE=Blargh123;29832431]Call if AFTER playing an animation with SendWeaponAnim or SetSequence. Other than that I can't say.[/QUOTE] Hot damn, it worked. Doesn't say anything about that on the wiki, but thank you :)
Blargh123, Jackarunda's personal lua slave since 2011. Just kidding. Love you both.
[QUOTE=WarRocker32;29839615]Blargh123, Jackarunda's personal lua slave since 2011. Just kidding. Love you both.[/QUOTE] Jackarunda just seems to be doing a lot of stuff I've stumbled across myself. (Derma, too?) It's kinda weird, but convenient, I guess. :v:
D'oh shit. I just realized that if you have your weapon holsters filled, then pick up another weapon, then pick up ANOTHER weapon, it gives it to you even though you have nowhere to put it :S
I seem to be unable to throw a detonator with right click... :( [editline]16th May 2011[/editline] oh, I didn't pick any up lol. [editline]16th May 2011[/editline] Oh my God this is awesome
[QUOTE=Kung Fu Jew;29879927]Oh my God this is awesome[/QUOTE] [IMG]http://i53.tinypic.com/35bdvmc.jpg[/IMG]
Now that I know how to use SetPlaybackRate(), soon adrenaline will have the ability to make you reload faster and strike faster with melee weapons. [b]Edited:[/b] I'm thinking of putting pictures of the cartridges themselves on the ammoboxes' spawnicons. I think it would help greatly with rapid ID of which ammo box to spawn. Perhaps the magazines' spawnicons too. What do y'all think? [b]Edited:[/b] Too late, I did :P [b]Edited:[/b] [url]http://steamcommunity.com/id/Jackarunda/screenshot/558656600936804876[/url] You'll also notice in that there pic in the spawnmenu there's a Colt Python .357Magnum and a Colt M1911 with their appropriate magazines and ammo boxes <3 Now that I've added two high-powered handguns, I thinkin' I want to add like a .22LR semi-auto pistol just for the lulz
that is super lovely.
How's work on that rocket launcher going?
[QUOTE=Lol-Nade;29906347]How's work on that rocket launcher going?[/QUOTE] Oh... I had kinda forgotten about that, I think I'll get to work on it now after I'm done adding the .22 Sounds fun :D
Done. Life is good. Added three more pistols, added two new ammo types. I MAY, [i]MAY[/i] add a glock, or some other kind of pistol in .40S&W. Depends on how much you guys want it, because I'm not really a fan of glocks. [IMG]http://i51.tinypic.com/vd07qp.jpg[/IMG] Now to get to work on that missile launcher :D
Having multiple weapon packs that fuck with ammo types in their own different way makes me sad because inconsistencies :saddowns:
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