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Any-speed water spawn gun (Phunlet-safe!)

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Author: Frank

Group: Default

Filesize: 5.55 kB

Date added: 2009-05-06

Rating: 6.7

Downloads: 1346

Views: 2429

Comments: 5

Ratings: 6

Times favored: 1

Made with: Phun

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Arrow keys to move, A and D to aim. W to fire.

I just had a stroke of genius! This is a scripted watergun that works at any speed and uses no custom variables! I was thinking about how nice it would be to have local variables tucked inside a given geometry that could be found in the script menu and traveled with it when saved as a phunlet, then I realized most geometries have a bunch of these, many of which just sit there unused! This spawner uses the controller acceleration and text size of itself and the "barrel" to save its X and Y position and also its position from the last time it fired. From there it calculates its velocity and adds that to the vels of the water being spawned. To get the angle right, I just used and amplified e.normal, which is a pair of numbers adding up to one that define the angle of the collision force.

You can test the accuracy of this thing by firing at the pink block while stationary, then without moving the gun, accelerating to full speed.
EDIT: sacrificed speed for accuracy, no longer miscalculates or misfires. Also weighted the gun so it doesn't sag slowly anymore.

EDIT 2: My circle has a textScale? whatwhat WHAT?
Last edited at 2009/05/06 20:10:41 by Frank
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Title: Super-sweet scripted gun (Phunlet-safe!)
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Great!
Ive been trying to make something like this for so long!! awesome!!!
I don't think you realize the implications of this.
G.R.E.A.T.
That's what I was looking for because otherwise my rocket with a water engine only can accelerate to a maximum velocity. The spawning water brakes the rocket. With this it can accelerate without a limit.

_o_ _o_ _o_ _o_ _o_ _o_ _o_ _o_ _o_
Umm, a, you must have inserted the variable into the circle manualy, that is the only way(i thinky)