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Thread: [Release]Holo minigun

  1. #1
    Wire Sofaking Unsmart will become famous soon enough Unsmart's Avatar
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    Default [Release]Holo minigun

    Description:
    Hologram minigun, made out of exactly 50 holograms (can be more, if you raise the number of the gun pipes [6 at the moment]). This minigun CAN kill. Its portable: you can detach it from its stand, and add it to your back, and carry it around, and then set it up again, much like the DoD:S machine gunner, but a bit different. The barrel spins at 0* to 30*/100ms, it has real VELOCITY, meaning that it slows down, rather than stopping instantly. The fire speed is also determinate by the spin velocity of the barrels -> clamp(vel/3,1,15) shots per 100ms. It emits a shell when firing, it automatically cleans up the shells after 3 seconds individually per shell, leaving minimum of 5 shells spawned. It has real like ammo feed on a wheel, so the ammo looks like its being inserted into the minigun. The minigun is dead accurate in aiming. You can change the spread on the shootTo part, if you want to, but I bet you won?t, coz you want to be powning :P

    With E:shootTo, its 100% holograms, NO physic props


    Animations:
    Barrel spin (with velocity)
    Ammo insertion to minigun
    Bullet shells flying off (propcore)

    Extensions:
    Prop core -> bullet shell cases, not important
    E:shootTo(VNNN) -> McLovins, essential, for making it shoot. Click me to get it

    Video:
    Code:
    http://www.wegame.com/watch/holo-minigun/
    
    Watch it on Wegame
    Usage:
    Important!
    BEFORE you spawn it, set the convar "wire_holograms_burst_amount" to 50!!!
    -------
    Using the minigun is simple, if you remember these thing:
    Don?t aim at people you don?t want dead or bad consequences could result. (especially with admins)
    Always spin up (right mouse) the minigun before firing.
    Fire speed is greater the bigger the spin velocity of the barrel is.

    On/Off: HOLD right mouse and press E (use)

    ------------------------------------------
    Portability
    Numpad:
    1: detach minigun from stand
    2: deploy the stand, minimum of 200 units from where you aim.
    3: attach the minigun


    Chat commands:
    "deat" Deattaches the minigun from stand
    "dep" Deploys stand
    "att" Attaches minigun to stand
    "give name" Gives control over the minigun to name, owner of the E2 only!




    Code:
    Yeah, decided not to be an ass and give out the code.
    You need E:shootTo for it to work, join my server to use it!
    Code:
    @name minigun
    @inputs Num1 Num2 Num3 NumEnt 
    @outputs   CanFire AttachedToPod UseEnable Fire Spin Use On Vel SoundSpin SoundFire  Operator:entity Target:entity
    @persist Ang AngFire [Bulets DieTime Disposed]:array 
    @trigger 
    @model models/hunter/blocks/cube025x025x025.mdl
    interval(100)
    
    if(last()&Bulets:count()>0)
    {
        for(I=1,Bulets:count())
        {
            Bulets[I,entity]:propDelete()
        }
    }
    
    E=entity()
    
    
    
    if(first())
    {
    runOnLast(1)
    runOnChat(1)
    
    #entity():setAlpha(0)
    E=holoCreate(0)
    holoPos(0,entity():toWorld(vec(0,0,50)))
    holoColor(0,vec(27,27,33))
    holoModel(0,"hqcylinder2")
    holoScale(0,vec(0.6,0.6,0.8))
    holoAng(0,entity():toWorld(ang(-90,180,0)))
    
    #holoAlpha(-1,100)
    Max=14#/2 for real gun count
    Fr=360/Max
    Mul=1.5
    Fat=0.1
    for(I=1,Max)
    {
        if(I%2==1){continue}
        holoCreate(I/2)
        holoModel(I/2,"hqcylinder2")
        holoScale(I/2,vec(Fat,Fat,2.3))
        holoPos(I/2,E:toWorld(vec(sin(Fr*I)*Mul,cos(Fr*I)*Mul,16)))#tune for length
        holoAng(I/2,E:toWorld(ang()))
        holoMaterial(I/2,"phoenix_storms/gear")
        #phoenix_storms/gear i use 100,100,100 for color
        holoColor(I/2,vec(100,100,100))
    }
    #-------------------------------
           #spinning parts
    #-------------------------------
    
    #end cylinder spining mount
    holoCreate(9)
    holoModel(9,"hqcylinder2")
    holoScale(9,vec(0.45,0.45,0.2))
    holoPos(9,E:toWorld(vec(0,0,5)))
    holoColor(9,vec(100,100,100))
    holoAng(9,E:toWorld(ang()))
    holoMaterial(9,"phoenix_storms/gear")
    
    #start cylinder bullets
    holoCreate(10)
    holoModel(10,"hqcylinder2")
    holoScale(10,vec(0.45,0.45,0.05))
    holoPos(10,E:toWorld(vec(0,0,29)))
    holoAng(10,E:toWorld(ang()))
    holoMaterial(10,"phoenix_storms/gear")
    holoColor(10,vec(100,100,100))
    
    #2nd end
    holoCreate(11)
    holoModel(11,"hqcylinder2")
    holoScale(11,vec(0.45,0.45,0.05))
    holoPos(11,E:toWorld(vec(0,0,28)))
    holoAng(11,E:toWorld(ang()))
    holoMaterial(11,"phoenix_storms/gear")
    holoColor(11,vec(100,100,100))
    
    #3rd end
    holoCreate(12)
    holoModel(12,"hqcylinder2")
    holoScale(12,vec(0.45,0.45,0.05))
    holoPos(12,E:toWorld(vec(0,0,27)))
    holoAng(12,E:toWorld(ang()))
    holoMaterial(12,"phoenix_storms/gear")
    holoColor(12,vec(100,100,100))
    
    #4th fat
    holoCreate(13)
    holoModel(13,"hqcylinder2")
    holoScale(13,vec(0.45,0.45,0.1))
    holoPos(13,E:toWorld(vec(0,0,18)))
    holoAng(13,E:toWorld(ang()))
    holoMaterial(13,"phoenix_storms/gear")
    holoColor(13,vec(100,100,100))
    
    #shoot pos part
    holoCreate(14)
    holoPos(14,E:toWorld(vec(0,0,20)))
    holoScale(14,vec(0.1,0.1,0.1))
    holoAlpha(14,0)
    holoAng(14,E:toWorld(ang(-90,0,0)))
    
    
    
    #detail props
    #-------------------------------
                #non spining parts
    #-------------------------------
    
    #batery
    holoCreate(15)
    holoModel(15,"hqcylinder2")
    holoScale(15,vec(0.2,0.2,0.3))
    holoPos(15,E:toWorld(vec(-1,4,-2)))
    holoColor(15,vec(27,27,33))
    holoAng(15,E:toWorld(ang()))
    
    #handhold 1
    H1=holoCreate(16)
    holoModel(16,"hqcylinder2")
    holoScale(16,vec(0.2,0.2,0.4))
    holoPos(16,E:toWorld(vec(2.3,0,-5.5)))
    holoColor(16,vec(27,27,33))
    holoAng(16,E:toWorld(ang()))
    
    #handhold 2
    H2=holoCreate(17)
    holoModel(17,"hqcylinder2")
    holoScale(17,vec(0.2,0.2,0.4))
    holoPos(17,H1:toWorld(vec(2,0,-2.5)))
    holoColor(17,vec(27,27,33))
    holoAng(17,E:toWorld(ang(-100,0,0)))
    
    #joint smoother
    holoCreate(18)
    holoModel(18,"hqicosphere2")
    holoScale(18,vec(0.22,0.22,0.22))
    holoPos(18,H2:toWorld(vec(0,0,2)))
    holoColor(18,vec(27,27,33))
    holoAng(18,E:toWorld(ang()))
    
    #pad
    holoCreate(19)
    holoModel(19,"hqicosphere2")
    holoScale(19,vec(0.2,0.2,0.1))
    holoPos(19,H2:toWorld(vec(0,0,-2.2)))
    holoColor(19,vec(27,27,33))
    holoAng(19,H2:toWorld(ang(0,0,0)))
    
    #big red btn!
    holoCreate(20)
    holoModel(20,"hqcylinder2")
    holoScale(20,vec(0.05,0.05,0.05))
    holoPos(20,H2:toWorld(vec(0,0,-2.9)))
    holoColor(20,vec(255,0,0))
    holoAng(20,H2:toWorld(ang(0,0,0)))
    
    #base smoother back
    holoCreate(21)
    holoModel(21,"hqicosphere2")
    holoScale(21,vec(0.61,0.61,0.2))
    holoPos(21,E:toWorld(vec(0,0,-4.8)))
    holoColor(21,vec(27,27,33))
    holoAng(21,E:toWorld(ang()))
    
    #trigger
    holoCreate(22)
    holoModel(22,"hqicosphere2")
    holoScale(22,vec(0.1,0.1,0.2))
    holoPos(22,H2:toWorld(vec(1,0,-0.8)))
    holoColor(22,vec(255,255,255))
    holoAng(22,H2:toWorld(ang(35,0,0)))
    
    #bulet case emiter
    holoCreate(23)
    holoModel(23,"hqcylinder2")
    holoScale(23,vec(0.15,0.15,0.3))
    holoPos(23,E:toWorld(vec(sin(20)*3.2,cos(20)*3.2,0)))
    holoAng(23,E:toWorld(ang(0,0,0)))
    holoMaterial(23,"phoenix_storms/gear")
    holoColor(23,vec(100,100,100))
    
    holoCreate(24)
    holoModel(24,"hqicosphere")
    holoScale(24,vec(0.156,0.156,0.156))
    holoPos(24,E:toWorld(vec(sin(20)*3.2,cos(20)*3.2,1.7)))
    holoAng(24,E:toWorld(ang(0,0,0)))
    holoMaterial(24,"phoenix_storms/gear")
    holoColor(24,vec(100,100,100))
    
    
    
    
    #base sent for position setting
    Base=holoCreate(50)
    holoPos(50,E:toWorld(vec(0,0,0)))
    holoScale(50,vec(0.1,0.1,0.1))
    holoAlpha(50,0)
    
    
    
    
    
    #-------------------------------
                #stand
    #-------------------------------
    
    Stand=holoCreate(25)
    holoModel(25,"hqcylinder2")
    holoScale(25,vec(0.2,0.2,2.8))
    holoPos(25,Base:toWorld(vec(0,0,-20)))
    holoAng(25,Base:toWorld(ang(0,0,0)))
    holoMaterial(25,"phoenix_storms/gear")
    holoColor(25,vec(100,100,100))
    
    holoCreate(26)
    holoModel(26,"hqcylinder2")
    holoScale(26,vec(1,1,0.05))
    holoPos(26,Stand:toWorld(vec(0,0,-16)))
    holoAng(26,Stand:toWorld(ang(0,0,0)))
    holoMaterial(26,"phoenix_storms/gear")
    holoColor(26,vec(100,100,100))
    
    
    holoCreate(27)
    holoModel(27,"hqcone")
    holoScale(27,vec(1,1,0.2))
    holoPos(27,Stand:toWorld(vec(0,0,-15)))
    holoAng(27,Stand:toWorld(ang(0,0,0)))
    holoMaterial(27,"phoenix_storms/gear")
    holoColor(27,vec(100,100,100))
    
    
    #ammo box floor
    holoCreate(28)
    holoModel(28,"cube")
    holoScale(28,vec(0.05,0.6,0.4))
    holoPos(28,E:toWorld(vec(-2,-6,0)))
    holoAng(28,E:toWorld(ang(0,0,0)))
    holoMaterial(28,"phoenix_storms/gear")
    holoColor(28,vec(100,100,100))
    
    #ammo box front
    holoCreate(29)
    holoModel(29,"cube")
    holoScale(29,vec(0.05,0.6,0.3))
    holoPos(29,E:toWorld(vec(-0.5,-6,2.2)))
    holoAng(29,E:toWorld(ang(90,0,0)))
    holoMaterial(29,"phoenix_storms/gear")
    holoColor(29,vec(100,100,100))
    
    
    #ammo box back
    holoCreate(30)
    holoModel(30,"cube")
    holoScale(30,vec(0.05,0.6,0.3))
    holoPos(30,E:toWorld(vec(-0.5,-6,-2.2)))
    holoAng(30,E:toWorld(ang(90,0,0)))
    holoMaterial(30,"phoenix_storms/gear")
    holoColor(30,vec(100,100,100))
    
    #ammo box side
    holoCreate(31)
    holoModel(31,"cube")
    holoScale(31,vec(0.4,0.05,0.3))
    holoPos(31,E:toWorld(vec(-0.5,-9.4,0)))
    holoAng(31,E:toWorld(ang(90,0,0)))
    holoMaterial(31,"phoenix_storms/gear")
    holoColor(31,vec(100,100,100))
    
    #ammo box top
    holoCreate(32)
    holoModel(32,"cube")
    holoScale(32,vec(0.05,0.25,0.4))
    holoPos(32,E:toWorld(vec(1,-8,0)))
    holoAng(32,E:toWorld(ang(0,0,0)))
    holoMaterial(32,"phoenix_storms/gear")
    holoColor(32,vec(100,100,100))
    
    #ammo wheel hax   
    Wheel=holoCreate(33)
    holoModel(33,"hqcylinder2")
    holoScale(33,vec(0.3,0.3,0.2))
    holoPos(33,E:toWorld(vec(-0,-4,0)))
    holoAng(33,E:toWorld(ang(0,0,0)))
    holoMaterial(33,"phoenix_storms/gear")
    holoColor(33,vec4(100,100,100,0))
    
    #ammo
    for(I=1,14)
    {
        #if(I%2==1){continue}
        RI=33+I
        Mul=1.7
        MMul=(360/14)*I
        holoCreate(RI)
        holoModel(RI,"hqcylinder2")
        holoScale(RI,vec(0.08,0.08,0.3))
        holoPos(RI,Wheel:toWorld(vec(sin(MMul)*Mul,cos(MMul)*Mul,0)))
        holoAng(RI,Wheel:toWorld(ang(0,0,0)))
        holoColor(RI,vec(43,39,3))
        holoParent(RI,33)
    }
    
    
    holoCreate(48)
    holoModel(48,"hqcylinder2")
    holoScale(48,vec(0.08,0.08,0.3))
    holoPos(48,Wheel:toWorld(vec(0.6,-2,0)))
    holoAng(48,Wheel:toWorld(ang(0,0,0)))
    holoColor(48,vec(43,39,3))
    holoParent(48,50)
    
    holoCreate(49)
    holoModel(49,"hqcylinder2")
    holoScale(49,vec(0.08,0.08,0.3))
    holoPos(49,Wheel:toWorld(vec(0.3,-2.5,0)))
    holoAng(49,Wheel:toWorld(ang(0,0,0)))
    holoColor(49,vec(43,39,3))
    holoParent(49,50)
    
    #parent hierarchy
    for(I=1,13){if(I==9){continue} holoParent(I,9)}
    holoParent(9,0)
    for(I=14,24){holoParent(I,50)}
    for(I=28,33){holoParent(I,50)}
    
    holoParent(0,50)
    holoParent(14,50)
    #holoParent(50,entity())
    
    
    holoParent(50,25)
    for(I=26,27){holoParent(I,25)}
    
    AttachedToPod=1
    #-------------------------------
                #/stand
    #-------------------------------
    
    
    #-------------------------------
    #turret adition TF2 minigun style
    #-------------------------------
    
    #holoCreate(28)
    #holoModel(28,"dome2")
    #holoScale(28,vec(0.6,0.6,1))
    #holoPos(28,E:toWorld(vec(0,0,33)))
    #holoAng(28,E:toWorld(ang(180,0,0)))
    #holoMaterial(28,"phoenix_storms/gear")
    #holoColor(28,vec(100,100,100))
    
    
    On=1
    Operator=owner()
    
    #
    ##-------------------------------
    #    #experimental handhold
    ##-------------------------------
    #
    #On=0
    #O=Operator()
    #Base=holoEntity(50)
    #holoPos(50,O:attachmentPos("anim_attachment_RH"))
    #holoPos(50,Base:toWorld(vec(-10,0,0)))
    #holoAng(50,O:eyeAngles()*ang(1,1,0))
    #holoParent(50,Operator())
    
    for(I=1,0)
    {
        #Disposed:pushEntity(propspawn))
    }
    
    
    }
    
    #-------------------------------
            #define keys
    #-------------------------------
    O=Operator
    Fire=O:keyAttack1()&On&((holoEntity(27):pos()-Operator:pos()):length()<100)&AttachedToPod
    Spin=O:keyAttack2()&On&((holoEntity(27):pos()-Operator:pos()):length()<100)&AttachedToPod
    Use=O:keyUse()&((holoEntity(50):pos()-Operator:pos()):length()<100)&AttachedToPod
    if(changed(Use)&Use&UseEnable){On=!On print("On: "+On)}#chat
    if(changed(Use)&Use&O:keyAttack2()){On=!On print("On: "+On)}#no chat
    
    
    #-------------------------------
            #positiom minigun
    #-------------------------------
    if(On&((holoEntity(27):pos()-Operator:pos()):length()<100)&AttachedToPod&!Target){holoAng(50,(Operator:aimPos()-holoEntity(50):pos()):toAngle())}
    elseif(On&((holoEntity(27):pos()-Operator:pos()):length()<100)&AttachedToPod&Target){holoAng(50,((Target:pos()+vec(0,0,50))-holoEntity(50):pos()):toAngle())}
    #-------------------------------
            #spin+spin velocity
    #-------------------------------
    if(Spin|Vel>0)
    {
        if(Spin|Fire){Vel+=(Fire ? 2 : 1)}
        if(!Spin&!Fire){Vel-=0.5 }
        Vel=clamp(Vel,0,30)
        
        if(Spin){Ang+=Vel}
        elseif(Vel>0){Ang+=Vel}
        if(Ang>180){Ang=-180}
        Ang=angnorm(Ang)
        holoAng(9,holoEntity(0):toWorld(ang(0,Ang,0)))
    }
    else
    {
        Vel-=0.5
        Vel=clamp(Vel,0,30)
        
    }
    
    #-------------------------------
                #FIRE!
    #-------------------------------
    if(Fire&(Spin|Vel>0))
    {
        for(I=1,clamp(Vel/2,1,15))
        {
            H=holoEntity(50)
            H:shootTo(H:forward(),0,100,100)
        }
        #CanFire=!CanFire
        
        if(CanFire|1)
        {
        propSpawnEffect(0)
        Ar=propSpawn("models/weapons/shells/shell_sniperrifle.mdl",holoEntity(0):toWorld(vec(sin(20)*4,cos(20)*4,1)),holoEntity(0):toWorld(ang(90,0,0)),0)
        
        
        Ar:applyForce((Ar:toWorld(vec(0,10,-3))-Ar:pos())*15)
        Bulets:pushEntity(Ar)
        DieTime:pushNumber(curtime()+3)#time before bullet dies
        }
        
        AngFire+=Vel
        AngFire=angnorm(AngFire)
        
        holoAng(33,holoEntity(0):toWorld(ang(0,AngFire,0)))
    }
    #-------------------------------
        #dispose of bullet shells
    #-------------------------------
    if(Bulets:count()>5)
    {
        for(I=1,Bulets:count())
        {
            
            if(I>Bulets:count()-5){break}#at least 5 shells must be left!
            Bul=Bulets[I,entity]
            Time=DieTime[I,number]
            if(!Bul)
            {
                Bulets:remove(I)
                DieTime:remove(I)
                I-=1
            }
            if(Time<curtime()&Bul)
            {
                Bul:propDelete()
                Bulets:remove(I)
                DieTime:remove(I)
                I-=1
            }
            if(maxquota()<100){print("ops run out D:") break}
        }
    }
    
    
    #-------------------------------
        #chat controll of pos. stuff
    #-------------------------------
    if(chatClk(Operator))
    {
        Ls=Operator:lastSaid()
        if(Ls=="use")
        {
            UseEnable=!UseEnable
            print("Use enabled: "+UseEnable)
            hideChat(1)
        }
        
        elseif(Ls=="deat")#deattach
        {
            if((holoEntity(50):pos()-Operator:pos()):length()<100&AttachedToPod)
            {
                On=0
                holoUnparent(50)
                AttachedToPod=0      
                holoAng(50,Operator:toWorld(ang(-55,82,0)))
                holoPos(50,Operator:toWorld(vec(-10,0,43)))
                holoParent(50,Operator)
                print("gun deattached")
            }
            elseif(!AttachedToPod)
            {
                print("you are allready carrying the minigun!")
            }
            else
            {
                print("failed to deattach, you are too far away")
            }
            hideChat(1)
        }
        elseif(Ls=="att")#attach to stand
        {
            Stand=holoEntity(25)
            if((Stand:pos()-Operator:pos()):length()<100&!AttachedToPod)
            {
                On=1
                holoUnparent(50)
                AttachedToPod=1   
                #holoAng(50,holoEntity(25):toWorld(ang(-55,82,0)))
                holoPos(50,Stand:toWorld(vec(0,0,20)))
                holoParent(50,25)
                print("gun attached")
            }
            elseif(AttachedToPod)
            {
                print("you are allready attached to stand!")
            }
            else
            {
                print("failed to attach, you are too far away")
            }
            hideChat(1)
        }
        elseif(Ls=="dep")#deploy stand
        {
            if(!AttachedToPod&(Operator:aimPos()-Operator:pos()):length()<100)
            {
                On=1
                holoPos(25,Operator:aimPos()+vec(0,0,18))
                holoUnparent(25)
                holoAng(25,ang())
                
                
                #ranger trace
                
                if(owner():aimEntity()){holoParent(25,owner():aimEntity())}
                print("stand deployed")
            }
            elseif(AttachedToPod)
            {
                print("you are allready attached and deployed!!")
            }
            else
            {
                print("failed to deploy, too far away")
            }
            hideChat(1)
        }
        elseif(Ls:sub(0,3)=="tar")
        {
            Args=Ls:explode(" ")
            Target=findPlayerByName(Args[2,string])
            if(Target){print("New target: "+Target:name())}
            hideChat(1)
        }
        elseif(Ls=="notar")
        {
            Target=noentity()
            hideChat(1)
        }
        
    }
    if(chatClk(owner()))
    {
            Args=owner():lastSaid():explode(" ")
            if(Args[1,string]=="give")
            {
                Operator=findPlayerByName(Args[2,string])
                if(Operator){print("New operator:"+Operator:name())}
                else{print("fail, set to you") Operator=owner()}
                hideChat(1)
            }
    }
    #-------------------------------
        #numpad ctrl for above
    #-------------------------------
    if((~Num1&Num1)|(~Num2&Num2)|(~Num3&Num3)|(~NumEnt&NumEnt))
    {
        if(Operator!=owner()){print("sorry, but you are not in controll of the minigun at the moment!") exit()}
        if(NumEnt)
        {
            UseEnable=!UseEnable
            print("Use enabled: "+UseEnable)
        }
        if(Num1)
        {
            if((holoEntity(50):pos()-Operator:pos()):length()<100&AttachedToPod)
            {
                On=0
                holoUnparent(50)
                AttachedToPod=0      
                holoAng(50,Operator:toWorld(ang(-55,82,0)))
                holoPos(50,Operator:toWorld(vec(-10,0,43)))
                holoParent(50,Operator)
                print("gun deattached")
            }
            elseif(!AttachedToPod)
            {
                print("you are allready carrieing the minigun!")
            }
            else
            {
                print("failed to deattach, you are too far away")
            }
        }
        if(Num3)
        {
            Stand=holoEntity(25)
            if((Stand:pos()-Operator:pos()):length()<100&!AttachedToPod)
            {
                On=1
                holoUnparent(50)
                AttachedToPod=1   
                #holoAng(50,holoEntity(25):toWorld(ang(-55,82,0)))
                holoPos(50,Stand:toWorld(vec(0,0,20)))
                holoParent(50,25)
                print("gun attached")
            }
            elseif(AttachedToPod)
            {
                print("you are allready attached to stand!")
            }
            else
            {
                print("failed to attach, you are too far away")
            }
        }
        if(Num2)
        {
            if(!AttachedToPod&(Operator:aimPos()-Operator:pos()):length()<100)
            {
                On=1
                holoUnparent(50)
                holoPos(25,Operator:aimPos()+vec(0,0,18))
                holoParent(50,25)
                holoUnparent(25)
                if(owner():aimEntity()){holoParent(25,owner():aimEntity())}
                print("stand deployed")
            }
            elseif(AttachedToPod)
            {
                print("you are allready attached and deployed!!")
            }
            else
            {
                print("failed to deploy, too far away")
            }
        }
    }
    
    
    
    
    #-------------------------------
                #sounds
    #-------------------------------
    if(Vel>0&!SoundSpin){holoEntity(0):soundPlay(5,0,"ambient/machines/lab_loop1.wav") SoundSpin=1}
    if(Vel<=0&SoundSpin){SoundSpin=0 soundStop(5)}
    if(!Fire&SoundFire){soundStop(6) SoundFire=0}
    if(SoundSpin)
    {
        soundPitch(5,(63*Vel))
        soundVolume(5,(63*Vel)/3000)
    }
    if(Fire&(Spin|Vel>0))
    {
    #   soundPlay(1,1,"weapons/ar2/fire1.wav")
    #    soundPlay(2,1,"weapons/smg1/smg1_fire1.wav")
    #soundPlay(3,1,"weapons/pistol/pistol_fire2.wav")
    #    soundPlay(4,1,"weapons/shotgun/shotgun_fire6.wav")
    #    for(I=1,4){soundVolume(I,0.3)}
    
        holoEntity(0):soundPlay(6,0,"arty/25mm.wav")
        SoundFire=1
    }
    
    #-------------------------------
            #target sorter
    #-------------------------------
    if(Target&Target:health()<=0){print("target down") Target=noentity()}
    
    
    #-------------------------------
        #END OF CODE
    #-------------------------------
    
    Here is the non E:shootTo version, uses a turret. Hook a entity marker to a turret, and wire the Fire to Firee on the E2. Then the turret entity to E2 turret input. Make it invisible. Have fun!

    Code:
    @name minigun
    @inputs Num1 Num2 Num3 NumEnt  Turr:entity
    @outputs   CanFire AttachedToPod UseEnable Fire Spin Use On Vel SoundSpin SoundFire  Operator:entity Target:entity Firee
    @persist Ang AngFire [Bulets DieTime Disposed]:array 
    @trigger 
    @model models/hunter/blocks/cube025x025x025.mdl
    interval(100)
    Firee=0
    if(last()&Bulets:count()>0)
    {
        for(I=1,Bulets:count())
        {
            Bulets[I,entity]:propDelete()
        }
    }
    
    E=entity()
    
    
    
    if(first())
    {
    runOnLast(1)
    runOnChat(1)
    
    #entity():setAlpha(0)
    E=holoCreate(0)
    holoPos(0,entity():toWorld(vec(0,0,50)))
    holoColor(0,vec(27,27,33))
    holoModel(0,"hqcylinder2")
    holoScale(0,vec(0.6,0.6,0.8))
    holoAng(0,entity():toWorld(ang(-90,180,0)))
    
    #holoAlpha(-1,100)
    Max=14#/2 for real gun count
    Fr=360/Max
    Mul=1.5
    Fat=0.1
    for(I=1,Max)
    {
        if(I%2==1){continue}
        holoCreate(I/2)
        holoModel(I/2,"hqcylinder2")
        holoScale(I/2,vec(Fat,Fat,2.3))
        holoPos(I/2,E:toWorld(vec(sin(Fr*I)*Mul,cos(Fr*I)*Mul,16)))#tune for length
        holoAng(I/2,E:toWorld(ang()))
        holoMaterial(I/2,"phoenix_storms/gear")
        #phoenix_storms/gear i use 100,100,100 for color
        holoColor(I/2,vec(100,100,100))
    }
    #-------------------------------
           #spinning parts
    #-------------------------------
    
    #end cylinder spining mount
    holoCreate(9)
    holoModel(9,"hqcylinder2")
    holoScale(9,vec(0.45,0.45,0.2))
    holoPos(9,E:toWorld(vec(0,0,5)))
    holoColor(9,vec(100,100,100))
    holoAng(9,E:toWorld(ang()))
    holoMaterial(9,"phoenix_storms/gear")
    
    #start cylinder bullets
    holoCreate(10)
    holoModel(10,"hqcylinder2")
    holoScale(10,vec(0.45,0.45,0.05))
    holoPos(10,E:toWorld(vec(0,0,29)))
    holoAng(10,E:toWorld(ang()))
    holoMaterial(10,"phoenix_storms/gear")
    holoColor(10,vec(100,100,100))
    
    #2nd end
    holoCreate(11)
    holoModel(11,"hqcylinder2")
    holoScale(11,vec(0.45,0.45,0.05))
    holoPos(11,E:toWorld(vec(0,0,28)))
    holoAng(11,E:toWorld(ang()))
    holoMaterial(11,"phoenix_storms/gear")
    holoColor(11,vec(100,100,100))
    
    #3rd end
    holoCreate(12)
    holoModel(12,"hqcylinder2")
    holoScale(12,vec(0.45,0.45,0.05))
    holoPos(12,E:toWorld(vec(0,0,27)))
    holoAng(12,E:toWorld(ang()))
    holoMaterial(12,"phoenix_storms/gear")
    holoColor(12,vec(100,100,100))
    
    #4th fat
    holoCreate(13)
    holoModel(13,"hqcylinder2")
    holoScale(13,vec(0.45,0.45,0.1))
    holoPos(13,E:toWorld(vec(0,0,18)))
    holoAng(13,E:toWorld(ang()))
    holoMaterial(13,"phoenix_storms/gear")
    holoColor(13,vec(100,100,100))
    
    #shoot pos part
    holoCreate(14)
    holoPos(14,E:toWorld(vec(0,0,20)))
    holoScale(14,vec(0.1,0.1,0.1))
    holoAlpha(14,0)
    holoAng(14,E:toWorld(ang(-90,0,0)))
    
    
    
    #detail props
    #-------------------------------
                #non spining parts
    #-------------------------------
    
    #batery
    holoCreate(15)
    holoModel(15,"hqcylinder2")
    holoScale(15,vec(0.2,0.2,0.3))
    holoPos(15,E:toWorld(vec(-1,4,-2)))
    holoColor(15,vec(27,27,33))
    holoAng(15,E:toWorld(ang()))
    
    #handhold 1
    H1=holoCreate(16)
    holoModel(16,"hqcylinder2")
    holoScale(16,vec(0.2,0.2,0.4))
    holoPos(16,E:toWorld(vec(2.3,0,-5.5)))
    holoColor(16,vec(27,27,33))
    holoAng(16,E:toWorld(ang()))
    
    #handhold 2
    H2=holoCreate(17)
    holoModel(17,"hqcylinder2")
    holoScale(17,vec(0.2,0.2,0.4))
    holoPos(17,H1:toWorld(vec(2,0,-2.5)))
    holoColor(17,vec(27,27,33))
    holoAng(17,E:toWorld(ang(-100,0,0)))
    
    #joint smoother
    holoCreate(18)
    holoModel(18,"hqicosphere2")
    holoScale(18,vec(0.22,0.22,0.22))
    holoPos(18,H2:toWorld(vec(0,0,2)))
    holoColor(18,vec(27,27,33))
    holoAng(18,E:toWorld(ang()))
    
    #pad
    holoCreate(19)
    holoModel(19,"hqicosphere2")
    holoScale(19,vec(0.2,0.2,0.1))
    holoPos(19,H2:toWorld(vec(0,0,-2.2)))
    holoColor(19,vec(27,27,33))
    holoAng(19,H2:toWorld(ang(0,0,0)))
    
    #big red btn!
    holoCreate(20)
    holoModel(20,"hqcylinder2")
    holoScale(20,vec(0.05,0.05,0.05))
    holoPos(20,H2:toWorld(vec(0,0,-2.9)))
    holoColor(20,vec(255,0,0))
    holoAng(20,H2:toWorld(ang(0,0,0)))
    
    #base smoother back
    holoCreate(21)
    holoModel(21,"hqicosphere2")
    holoScale(21,vec(0.61,0.61,0.2))
    holoPos(21,E:toWorld(vec(0,0,-4.8)))
    holoColor(21,vec(27,27,33))
    holoAng(21,E:toWorld(ang()))
    
    #trigger
    holoCreate(22)
    holoModel(22,"hqicosphere2")
    holoScale(22,vec(0.1,0.1,0.2))
    holoPos(22,H2:toWorld(vec(1,0,-0.8)))
    holoColor(22,vec(255,255,255))
    holoAng(22,H2:toWorld(ang(35,0,0)))
    
    #bulet case emiter
    holoCreate(23)
    holoModel(23,"hqcylinder2")
    holoScale(23,vec(0.15,0.15,0.3))
    holoPos(23,E:toWorld(vec(sin(20)*3.2,cos(20)*3.2,0)))
    holoAng(23,E:toWorld(ang(0,0,0)))
    holoMaterial(23,"phoenix_storms/gear")
    holoColor(23,vec(100,100,100))
    
    holoCreate(24)
    holoModel(24,"hqicosphere")
    holoScale(24,vec(0.156,0.156,0.156))
    holoPos(24,E:toWorld(vec(sin(20)*3.2,cos(20)*3.2,1.7)))
    holoAng(24,E:toWorld(ang(0,0,0)))
    holoMaterial(24,"phoenix_storms/gear")
    holoColor(24,vec(100,100,100))
    
    
    
    
    #base sent for position setting
    Base=holoCreate(50)
    holoPos(50,E:toWorld(vec(0,0,0)))
    holoScale(50,vec(0.1,0.1,0.1))
    holoAlpha(50,0)
    
    
    
    
    
    #-------------------------------
                #stand
    #-------------------------------
    
    Stand=holoCreate(25)
    holoModel(25,"hqcylinder2")
    holoScale(25,vec(0.2,0.2,2.8))
    holoPos(25,Base:toWorld(vec(0,0,-20)))
    holoAng(25,Base:toWorld(ang(0,0,0)))
    holoMaterial(25,"phoenix_storms/gear")
    holoColor(25,vec(100,100,100))
    
    holoCreate(26)
    holoModel(26,"hqcylinder2")
    holoScale(26,vec(1,1,0.05))
    holoPos(26,Stand:toWorld(vec(0,0,-16)))
    holoAng(26,Stand:toWorld(ang(0,0,0)))
    holoMaterial(26,"phoenix_storms/gear")
    holoColor(26,vec(100,100,100))
    
    
    holoCreate(27)
    holoModel(27,"hqcone")
    holoScale(27,vec(1,1,0.2))
    holoPos(27,Stand:toWorld(vec(0,0,-15)))
    holoAng(27,Stand:toWorld(ang(0,0,0)))
    holoMaterial(27,"phoenix_storms/gear")
    holoColor(27,vec(100,100,100))
    
    
    #ammo box floor
    holoCreate(28)
    holoModel(28,"cube")
    holoScale(28,vec(0.05,0.6,0.4))
    holoPos(28,E:toWorld(vec(-2,-6,0)))
    holoAng(28,E:toWorld(ang(0,0,0)))
    holoMaterial(28,"phoenix_storms/gear")
    holoColor(28,vec(100,100,100))
    
    #ammo box front
    holoCreate(29)
    holoModel(29,"cube")
    holoScale(29,vec(0.05,0.6,0.3))
    holoPos(29,E:toWorld(vec(-0.5,-6,2.2)))
    holoAng(29,E:toWorld(ang(90,0,0)))
    holoMaterial(29,"phoenix_storms/gear")
    holoColor(29,vec(100,100,100))
    
    
    #ammo box back
    holoCreate(30)
    holoModel(30,"cube")
    holoScale(30,vec(0.05,0.6,0.3))
    holoPos(30,E:toWorld(vec(-0.5,-6,-2.2)))
    holoAng(30,E:toWorld(ang(90,0,0)))
    holoMaterial(30,"phoenix_storms/gear")
    holoColor(30,vec(100,100,100))
    
    #ammo box side
    holoCreate(31)
    holoModel(31,"cube")
    holoScale(31,vec(0.4,0.05,0.3))
    holoPos(31,E:toWorld(vec(-0.5,-9.4,0)))
    holoAng(31,E:toWorld(ang(90,0,0)))
    holoMaterial(31,"phoenix_storms/gear")
    holoColor(31,vec(100,100,100))
    
    #ammo box top
    holoCreate(32)
    holoModel(32,"cube")
    holoScale(32,vec(0.05,0.25,0.4))
    holoPos(32,E:toWorld(vec(1,-8,0)))
    holoAng(32,E:toWorld(ang(0,0,0)))
    holoMaterial(32,"phoenix_storms/gear")
    holoColor(32,vec(100,100,100))
    
    #ammo wheel hax   
    Wheel=holoCreate(33)
    holoModel(33,"hqcylinder2")
    holoScale(33,vec(0.3,0.3,0.2))
    holoPos(33,E:toWorld(vec(-0,-4,0)))
    holoAng(33,E:toWorld(ang(0,0,0)))
    holoMaterial(33,"phoenix_storms/gear")
    holoColor(33,vec4(100,100,100,0))
    
    #ammo
    for(I=1,14)
    {
        #if(I%2==1){continue}
        RI=33+I
        Mul=1.7
        MMul=(360/14)*I
        holoCreate(RI)
        holoModel(RI,"hqcylinder2")
        holoScale(RI,vec(0.08,0.08,0.3))
        holoPos(RI,Wheel:toWorld(vec(sin(MMul)*Mul,cos(MMul)*Mul,0)))
        holoAng(RI,Wheel:toWorld(ang(0,0,0)))
        holoColor(RI,vec(43,39,3))
        holoParent(RI,33)
    }
    
    
    holoCreate(48)
    holoModel(48,"hqcylinder2")
    holoScale(48,vec(0.08,0.08,0.3))
    holoPos(48,Wheel:toWorld(vec(0.6,-2,0)))
    holoAng(48,Wheel:toWorld(ang(0,0,0)))
    holoColor(48,vec(43,39,3))
    holoParent(48,50)
    
    holoCreate(49)
    holoModel(49,"hqcylinder2")
    holoScale(49,vec(0.08,0.08,0.3))
    holoPos(49,Wheel:toWorld(vec(0.3,-2.5,0)))
    holoAng(49,Wheel:toWorld(ang(0,0,0)))
    holoColor(49,vec(43,39,3))
    holoParent(49,50)
    
    #parent hierarchy
    for(I=1,13){if(I==9){continue} holoParent(I,9)}
    holoParent(9,0)
    for(I=14,24){holoParent(I,50)}
    for(I=28,33){holoParent(I,50)}
    
    holoParent(0,50)
    holoParent(14,50)
    #holoParent(50,entity())
    
    
    holoParent(50,25)
    for(I=26,27){holoParent(I,25)}
    
    AttachedToPod=1
    #-------------------------------
                #/stand
    #-------------------------------
    
    
    #-------------------------------
    #turret adition TF2 minigun style
    #-------------------------------
    
    #holoCreate(28)
    #holoModel(28,"dome2")
    #holoScale(28,vec(0.6,0.6,1))
    #holoPos(28,E:toWorld(vec(0,0,33)))
    #holoAng(28,E:toWorld(ang(180,0,0)))
    #holoMaterial(28,"phoenix_storms/gear")
    #holoColor(28,vec(100,100,100))
    
    
    On=1
    Operator=owner()
    
    #
    ##-------------------------------
    #    #experimental handhold
    ##-------------------------------
    #
    #On=0
    #O=Operator()
    #Base=holoEntity(50)
    #holoPos(50,O:attachmentPos("anim_attachment_RH"))
    #holoPos(50,Base:toWorld(vec(-10,0,0)))
    #holoAng(50,O:eyeAngles()*ang(1,1,0))
    #holoParent(50,Operator())
    
    for(I=1,0)
    {
        #Disposed:pushEntity(propspawn))
    }
    
    
    }
    
    #-------------------------------
            #define keys
    #-------------------------------
    O=Operator
    Fire=O:keyAttack1()&On&((holoEntity(27):pos()-Operator:pos()):length()<100)&AttachedToPod
    Spin=O:keyAttack2()&On&((holoEntity(27):pos()-Operator:pos()):length()<100)&AttachedToPod
    Use=O:keyUse()&((holoEntity(50):pos()-Operator:pos()):length()<100)&AttachedToPod
    if(changed(Use)&Use&UseEnable){On=!On print("On: "+On)}#chat
    if(changed(Use)&Use&O:keyAttack2()){On=!On print("On: "+On)}#no chat
    
    
    #-------------------------------
            #positiom minigun
    #-------------------------------
    if(On&((holoEntity(27):pos()-Operator:pos()):length()<100)&AttachedToPod&!Target){holoAng(50,(Operator:aimPos()-holoEntity(50):pos()):toAngle())}
    elseif(On&((holoEntity(27):pos()-Operator:pos()):length()<100)&AttachedToPod&Target){holoAng(50,((Target:pos()+vec(0,0,50))-holoEntity(50):pos()):toAngle())}
    #-------------------------------
            #spin+spin velocity
    #-------------------------------
    if(Spin|Vel>0)
    {
        if(Spin|Fire){Vel+=(Fire ? 2 : 1)}
        if(!Spin&!Fire){Vel-=0.5 }
        Vel=clamp(Vel,0,30)
        
        if(Spin){Ang+=Vel}
        elseif(Vel>0){Ang+=Vel}
        if(Ang>180){Ang=-180}
        Ang=angnorm(Ang)
        holoAng(9,holoEntity(0):toWorld(ang(0,Ang,0)))
    }
    else
    {
        Vel-=0.5
        Vel=clamp(Vel,0,30)
        
    }
    
    #-------------------------------
                #FIRE!
    #-------------------------------
    if(Fire&(Spin|Vel>0))
    {
        
        H=holoEntity(50)
        Turr:setPos(H:pos())
        Turr:setAng(H:angles())
        Firee=1
        
        if(CanFire|1)
        {
        propSpawnEffect(0)
        Ar=propSpawn("models/weapons/shells/shell_sniperrifle.mdl",holoEntity(0):toWorld(vec(sin(20)*4,cos(20)*4,1)),holoEntity(0):toWorld(ang(90,0,0)),0)
        
        
        Ar:applyForce((Ar:toWorld(vec(0,10,-3))-Ar:pos())*15)
        Bulets:pushEntity(Ar)
        DieTime:pushNumber(curtime()+3)#time before bullet dies
        }
        
        AngFire+=Vel
        AngFire=angnorm(AngFire)
        
        holoAng(33,holoEntity(0):toWorld(ang(0,AngFire,0)))
    }
    #-------------------------------
        #dispose of bullet shells
    #-------------------------------
    if(Bulets:count()>5)
    {
        for(I=1,Bulets:count())
        {
            
            if(I>Bulets:count()-5){break}#at least 5 shells must be left!
            Bul=Bulets[I,entity]
            Time=DieTime[I,number]
            if(!Bul)
            {
                Bulets:remove(I)
                DieTime:remove(I)
                I-=1
            }
            if(Time<curtime()&Bul)
            {
                Bul:propDelete()
                Bulets:remove(I)
                DieTime:remove(I)
                I-=1
            }
            if(maxquota()<100){print("ops run out D:") break}
        }
    }
    
    
    #-------------------------------
        #chat controll of pos. stuff
    #-------------------------------
    if(chatClk(Operator))
    {
        Ls=Operator:lastSaid()
        if(Ls=="use")
        {
            UseEnable=!UseEnable
            print("Use enabled: "+UseEnable)
            hideChat(1)
        }
        
        elseif(Ls=="deat")#deattach
        {
            if((holoEntity(50):pos()-Operator:pos()):length()<100&AttachedToPod)
            {
                On=0
                holoUnparent(50)
                AttachedToPod=0      
                holoAng(50,Operator:toWorld(ang(-55,82,0)))
                holoPos(50,Operator:toWorld(vec(-10,0,43)))
                holoParent(50,Operator)
                print("gun deattached")
            }
            elseif(!AttachedToPod)
            {
                print("you are allready carrying the minigun!")
            }
            else
            {
                print("failed to deattach, you are too far away")
            }
            hideChat(1)
        }
        elseif(Ls=="att")#attach to stand
        {
            Stand=holoEntity(25)
            if((Stand:pos()-Operator:pos()):length()<100&!AttachedToPod)
            {
                On=1
                holoUnparent(50)
                AttachedToPod=1   
                #holoAng(50,holoEntity(25):toWorld(ang(-55,82,0)))
                holoPos(50,Stand:toWorld(vec(0,0,20)))
                holoParent(50,25)
                print("gun attached")
            }
            elseif(AttachedToPod)
            {
                print("you are allready attached to stand!")
            }
            else
            {
                print("failed to attach, you are too far away")
            }
            hideChat(1)
        }
        elseif(Ls=="dep")#deploy stand
        {
            if(!AttachedToPod&(Operator:aimPos()-Operator:pos()):length()<100)
            {
                On=1
                holoPos(25,Operator:aimPos()+vec(0,0,18))
                holoUnparent(25)
                holoAng(25,ang())
                
                
                #ranger trace
                
                if(owner():aimEntity()){holoParent(25,owner():aimEntity())}
                print("stand deployed")
            }
            elseif(AttachedToPod)
            {
                print("you are allready attached and deployed!!")
            }
            else
            {
                print("failed to deploy, too far away")
            }
            hideChat(1)
        }
        elseif(Ls:sub(0,3)=="tar")
        {
            Args=Ls:explode(" ")
            Target=findPlayerByName(Args[2,string])
            if(Target){print("New target: "+Target:name())}
            hideChat(1)
        }
        elseif(Ls=="notar")
        {
            Target=noentity()
            hideChat(1)
        }
        
    }
    if(chatClk(owner()))
    {
            Args=owner():lastSaid():explode(" ")
            if(Args[1,string]=="give")
            {
                Operator=findPlayerByName(Args[2,string])
                if(Operator){print("New operator:"+Operator:name())}
                else{print("fail, set to you") Operator=owner()}
                hideChat(1)
            }
    }
    #-------------------------------
        #numpad ctrl for above
    #-------------------------------
    if((~Num1&Num1)|(~Num2&Num2)|(~Num3&Num3)|(~NumEnt&NumEnt))
    {
        if(Operator!=owner()){print("sorry, but you are not in controll of the minigun at the moment!") exit()}
        if(NumEnt)
        {
            UseEnable=!UseEnable
            print("Use enabled: "+UseEnable)
        }
        if(Num1)
        {
            if((holoEntity(50):pos()-Operator:pos()):length()<100&AttachedToPod)
            {
                On=0
                holoUnparent(50)
                AttachedToPod=0      
                holoAng(50,Operator:toWorld(ang(-55,82,0)))
                holoPos(50,Operator:toWorld(vec(-10,0,43)))
                holoParent(50,Operator)
                print("gun deattached")
            }
            elseif(!AttachedToPod)
            {
                print("you are allready carrieing the minigun!")
            }
            else
            {
                print("failed to deattach, you are too far away")
            }
        }
        if(Num3)
        {
            Stand=holoEntity(25)
            if((Stand:pos()-Operator:pos()):length()<100&!AttachedToPod)
            {
                On=1
                holoUnparent(50)
                AttachedToPod=1   
                #holoAng(50,holoEntity(25):toWorld(ang(-55,82,0)))
                holoPos(50,Stand:toWorld(vec(0,0,20)))
                holoParent(50,25)
                print("gun attached")
            }
            elseif(AttachedToPod)
            {
                print("you are allready attached to stand!")
            }
            else
            {
                print("failed to attach, you are too far away")
            }
        }
        if(Num2)
        {
            if(!AttachedToPod&(Operator:aimPos()-Operator:pos()):length()<100)
            {
                On=1
                holoUnparent(50)
                holoPos(25,Operator:aimPos()+vec(0,0,18))
                holoParent(50,25)
                holoUnparent(25)
                if(owner():aimEntity()){holoParent(25,owner():aimEntity())}
                print("stand deployed")
            }
            elseif(AttachedToPod)
            {
                print("you are allready attached and deployed!!")
            }
            else
            {
                print("failed to deploy, too far away")
            }
        }
    }
    
    
    
    
    #-------------------------------
                #sounds
    #-------------------------------
    if(Vel>0&!SoundSpin){holoEntity(0):soundPlay(5,0,"ambient/machines/lab_loop1.wav") SoundSpin=1}
    if(Vel<=0&SoundSpin){SoundSpin=0 soundStop(5)}
    if(!Fire&SoundFire){soundStop(6) SoundFire=0}
    if(SoundSpin)
    {
        soundPitch(5,(63*Vel))
        soundVolume(5,(63*Vel)/3000)
    }
    if(Fire&(Spin|Vel>0))
    {
    #   soundPlay(1,1,"weapons/ar2/fire1.wav")
    #    soundPlay(2,1,"weapons/smg1/smg1_fire1.wav")
    #soundPlay(3,1,"weapons/pistol/pistol_fire2.wav")
    #    soundPlay(4,1,"weapons/shotgun/shotgun_fire6.wav")
    #    for(I=1,4){soundVolume(I,0.3)}
    
        holoEntity(0):soundPlay(6,0,"arty/25mm.wav")
        SoundFire=1
    }
    
    #-------------------------------
            #target sorter
    #-------------------------------
    if(Target&Target:health()<=0){print("target down") Target=noentity()}
    
    
    #-------------------------------
        #END OF CODE
    #-------------------------------
    
    Attached Images
    Last edited by Unsmart; 02-01-2010 at 01:24 AM.

  2. #2
    Wire Sofaking Vbitz will become famous soon enough Vbitz's Avatar
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    Default Re: [Release]Holo minigun

    Love the idea. the holograms look just like they are a single model
    Questions, Comments and Concerns about any of
    my posts can be directed to my website which is at
    http://vbitz.wordpress.com on the comments post

    Quote Originally Posted by Bull View Post
    As example Jat Goodwin is "the official bastard of wiremod", but that isn't true.. He's very cute and huggable like a little puppy.

  3. #3
    Wire Sofaking Unsmart will become famous soon enough Unsmart's Avatar
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    Default Re: [Release]Holo minigun

    thank you, it took me a lot of work. I finished the main minigun model way before xmass, but then I got banned. So I decided to work on it more, and I added the ammo box thing. Im going on ski trip next week (fuck yeah, no school!), so I wont be here. After Im going to release my javelin.
    Last edited by Unsmart; 01-31-2010 at 12:26 PM.

  4. #4
    Lurker xBMuffin has a little shameless behaviour in the past xBMuffin's Avatar
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    Default Re: [Release]Holo minigun

    I saw you make this
    ......./l、
    ゙(゚、 。 7
    ......l、゙ ~ヽ
    ......じしf_, )ノ

    Originally Posted by Bobsymalone
    Originally Posted by Jat Goodwin
    you sir fail at mspaint.
    Those aren't screenshots. I drew them pixel by pixel.
    "Don't worry about life, you're not going to survive it anyway."
    -Unknown

  5. #5
    Lurker mbfjeld is on a distinguished road mbfjeld's Avatar
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    Thumbs up Re: [Release]Holo minigun

    Unsmart you are fucking epic! xD seriusly! that minigun is epic but you should make an oversized one to!

  6. #6
    Wire Sofaking Unsmart will become famous soon enough Unsmart's Avatar
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    Default Re: [Release]Holo minigun

    Ok, I felt generous, and made non E:shootTo version just now. code in OP with instructions.

    Quote Originally Posted by mbfjeld View Post
    Unsmart you are fucking epic! xD seriusly! that minigun is epic but you should make an oversized one to!
    Thank you, i try to do my best with holos, coz I really like them. they are better than props ^^

  7. #7
    Lurker mbfjeld is on a distinguished road mbfjeld's Avatar
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    Default Re: [Release]Holo minigun

    Quote Originally Posted by Unsmart View Post
    Thank you, i try to do my best with holos, coz I really like them. they are better than props ^^
    nah idk if they are better xD try to holoKill harri.... props still rule xD but holoKill whould be awesome xD

  8. #8
    Wire Sofaking Unsmart will become famous soon enough Unsmart's Avatar
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    Default Re: [Release]Holo minigun

    Quote Originally Posted by mbfjeld View Post
    nah idk if they are better xD try to holoKill harri.... props still rule xD but holoKill whould be awesome xD

    haha, harri is a fag. Im gonna ban him one day. Holos CAN kill (E:shootTo, or maybe holocreatephys, COULD work)

    its still fun when I holo dildo'ed harri xD (then I got bored and made evry1 have a dlido up their ass)


    Harri is a troll(AND a fag), so i troll him too, so fun.

    ------

    Hope your gonna like the non E:shootTo version of the minigun!

  9. #9
    Lurker mbfjeld is on a distinguished road mbfjeld's Avatar
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    Default Re: [Release]Holo minigun

    Quote Originally Posted by Unsmart View Post
    haha, harri is a fag.
    xD yes but i want to hear harri scream whne a big black ball of epic holoness rolls over him xD and crushes his little fag bones!!!!>: ) (not homophobic ;D) lol maybe a little brutal xD


    ______________________________
    so yes holo's own! but i still you could try to teach me a little bit
    btw can you add flames to the barrel when it shoots?

  10. #10
    Wire Sofaking Unsmart will become famous soon enough Unsmart's Avatar
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    Default Re: [Release]Holo minigun

    Not at all brutal. he deserves it. But now back on topic :P thank you all for your comments. Id like some tips on what to improve/add!

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