I just thought of a way to implement guns with a very high firerate. Let's say we have a Minigun that fires 100 bullets per second. Till now, the only way to get that working was to have a big percentage of local, not synched bullets that do no damage...to trick the user of the gun. But we know that this trick doesn't work too well...
So I thought that you could send a trigger in the activated message of the weapon cog and have a 0x240 (local, not synching) client cog start a pulse that equals the firerate of the weapon, then fire the projectiles in this pulse. To stop the pulse, send another trigger in the deactivated message of the weapon cog.
Would this work? What are your thoughts about that?
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"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
So I thought that you could send a trigger in the activated message of the weapon cog and have a 0x240 (local, not synching) client cog start a pulse that equals the firerate of the weapon, then fire the projectiles in this pulse. To stop the pulse, send another trigger in the deactivated message of the weapon cog.
Would this work? What are your thoughts about that?
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"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)