Flak Cannon - A faster one!

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esnesi
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Flak Cannon - A faster one!

Post by esnesi »

Anybody in possession of a faster firing Flak Cannon?

The ones on:
http://unrealtournament.99.free.fr/utfi ... archMode=f

Have different elements in them.
I know it exists though.
superflak, hyperflak or something.

Thanks in advance.
Last edited by esnesi on Sun Nov 24, 2019 4:52 pm, edited 1 time in total.
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Re: Flak Cannon - A faster one!

Post by Gustavo6046 »

If there is, then it's cheap, because all you have to do is subclass UT_FlakCannon and change a single number. (Though I'll give the point you'd need to override the animation functions in order to change this number!)
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esnesi
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Re: Flak Cannon - A faster one!

Post by esnesi »

Or maybe a mutator, that has the ability to increase firing rates of 436 weapons.
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Re: Flak Cannon - A faster one!

Post by OjitroC »

You could try the HellfireCannon - not sure it fires faster but it packs more of a punch.

PS : the flakcannon in Excessive Overkill (think that's excessive.u) has a faster rate of fire. This is from the readme
Spoiler
- Flak Cannon:
Primary: rate of fire and damage increased.
Secondary: rate of fire increased, and now spawns flak chunks in random directions, which explode on impact.
See http://www.ut-files.com/index.php?dir=E ... _Overkill/
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Re: Flak Cannon - A faster one!

Post by EvilGrins »

The Flak from the Excessive Mutator fires faster than the standard minigun.
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Re: Flak Cannon - A faster one!

Post by Hook »

If you changed the fire rate, wouldn't the animation speed up as well?
Or not?
I know that we can change the firing rate in the ini file for our PiratedeemerCMM Weapon and the animation speeds up as well.
I am not sure if it was specially coded to do that or it just does it automatically to follow the faster firing rate. :noidea
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Re: Flak Cannon - A faster one!

Post by Gustavo6046 »

In Unreal, most timings are guided by animations, instead of the other way around. It's easier, and guarantees synchronizing, but may bug if an animation never ends. There are other issues too, but those were fixed thanks to intertweening.
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