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  1. #1
    MSgt. Shooter Person
    Join Date
    Apr 2012
    Posts
    38

    Default flying bullet shells?

    how do i make bullet shells fly from my guns after there fired land on the ground and stay there?

    should this be done via an animation or matinee, or particle effect??

  2. #2
    Marrow Fiend
    Join Date
    Jul 2006
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    UT40k
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    4,634

    Default

    use a particle effect
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  3. #3
    Redeemer
    Join Date
    Jul 2011
    Location
    London, UK
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    Default

    particle effects cannot stay on the ground as he want, i suggest your use a mesh and spawn it from a socket then in uscript you'll need to create your custom code to set the shell's velocity and to attach it to a socket, it's a simple process i already had a working weapon with bullet shells before i had my BSOD

  4. #4
    Prisoner 849
    Join Date
    Aug 2010
    Location
    stoke.u.k
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    902
    Gamer IDs

    Gamertag: gaz661

    Default

    use a physx particle system.

  5. #5
    MSgt. Shooter Person
    Join Date
    Feb 2012
    Posts
    265

    Default

    Quote Originally Posted by gaz661 View Post
    use a physx particle system.
    This.

    Spawning single shell entities as tegleg suggested would be quite system-intensive.

  6. #6
    Redeemer
    Join Date
    Jul 2011
    Location
    London, UK
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    Default

    Quote Originally Posted by Derp View Post
    This.

    Spawning single shell entities as tegleg suggested would be quite system-intensive.
    Tegleg ? he hasn't posted here mate

  7. #7
    MSgt. Shooter Person
    Join Date
    Jun 2010
    Posts
    453

    Default

    tegleg ? where is tegleg dont see him post here dude. reinrag suggested spawning shell entities.

    +1 on NOT using reinrag's method . no offence dude , but it cost the guy to get that PC & this will burn it down to microchip ash
    I 4M 4LW4Y5 H3LPFUL. 4T L345T ! BuMp3D Y0uR THr34D.

  8. #8
    The Sacrifice
    Join Date
    May 2012
    Location
    Epic Games HeadQuaters (England-UK)
    Posts
    370

    Default

    Yes, ive tried this out before, what i did was i made a simple kismet sequence. Basiclly, what i did was when button was clicked: Mouse 1> Spawn KaActor "(MeshName)" And then toggle on. What this did was it meant that when i fired the gun, holding down mouse 1, it would drop the mesh which i converted to a KA actor, which was the shell. I didnt use any code, all you have to do is put some kind of pathnode or trigger attached to the character, or via gun, and then the shell what drop from the selected position. Im finding it quite hard to explain, if you need a tutorial, i could always make one for you. All you have to do is email me at charliefishersUDKstuff@hotmail.co.uk and i will help you out!
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  9. #9
    The Sacrifice
    Join Date
    Apr 2011
    Location
    Hamburg, Germany
    Posts
    152

    Default

    we're using a custom ejector emitting from the specified weapon socket.
    I think thats the best and most cleanest way.
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  10. #10
    Redeemer
    Join Date
    Jul 2011
    Location
    London, UK
    Posts
    1,789

    Default

    @UFO lol i guess it didn't lag for me because i haven't created a level, i remember i used to test this on a small bsp platform with one light, ha ha

  11. #11
    MSgt. Shooter Person
    Join Date
    Feb 2012
    Posts
    265

    Default

    Quote Originally Posted by reinrag View Post
    Tegleg ? he hasn't posted here mate
    Sorry I had multiple tabs open, I was tired that night!

  12. #12
    Redeemer
    Join Date
    Jul 2011
    Location
    London, UK
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    Default

    No worries mate, these things happen, but it was funny to read


 

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