Oh yeah, look at that nasty little motherfucker. Who wants miniguns when you can have bloody miniguns that shoot CANS?
Much like the Melonium .357, the viewmodel and world model are entirely scripted, as well as a part of the animations.
I decided to release an early version of it, because I’m starting to be kinda late for the Fretta contest, and I should hurry up on Bomberminge if I want to submit it in time.
The final product will feature two special types of can ammunition, the first one being rocket propelled cans that go straight forward and penetrate walls and enemies. What you currently have right now only shoot regular cans, but that’s fun enough. There’s a difference between a weapon that shoots cans, and a weapon that allows you to go vroom vroom while holding a huge gun with spinning barrels and shooting custom tooled cans at 600 cans per minute (and doesn’t cost $400,000 to fire for 12 seconds).
The cans are automatically cleaned up, and actually, they aren’t even physically simulated so it should be about as expensive as the Medic’s syringe gun.
It works exactly like Sasha, left click to spin up and fire, right click to spin up without firing. I have yet to implement those special ammo types and speed reduction while spun up. Will do it once the Fretta contest is out of the way, in the meantime, have fun!
Video: (although most of those who tried my Melonium have probably seen it already)
If you know how to use the console and want to toy with the WIP yellow cans, then enter this in the console while holding the minican-non:
lua_run player.GetByID(1):GetActiveWeapon():AddBulletsToSequence(2, 100)
Note that those are unfinished and very glitchy, which is mostly why I didn’t “officially” made them available.