Well that length display was initially just a debugging thing, then I decided to add it to the Zoom mode hud.
Then I had the idea for the Fire+Altfire toggling deal, and that was a very convenient way to test it, as you
could see the result onscreen instantly.
Was thinking I would add the current ammo amount right next to the laser length variable, just for any who
play with no HUD and really miss that info being on the side of the gun.
Would probably also only display that stuff when zoom is on.
You could just barely tap altfire for minimum zoom, which is displayed at x1.0 (but thats a lie...
play that way if you want to know the laser length and ammo count all the time.
Then I could use the Fire+Altfire toggle to do something else. (Probably a projectile of some sort.)
Had an idea today that might make a RC4 version of this happen.
Suppose if in team games this thing would fire Blue, Red, Green or Gold laser beams, depending upon the players/bots
team? Would anybody be interested in seeing that?
There would probably be 2 new settings. bUseTeamLaser and LaserColor.
bUseTeamLaser would over-ride the LaserColor setting if true. LaserColor would set the default color for non-team games.
(and team games if bUseTeamLaser was false....)
This would be fairly easy to add. Even with the 3 extra colored textures for all the effects, this would not effect performance of the
gun at all. All of it together would be less in file size than the horrible utx used for the ammocount deal on the side of the default plasma gun.
I think that eliminating that scripted texture crap, and replacing the 10 textures and all the SpriteAnimation junk the default plasma beam
has going on in the TICK function is what has enabled this thingy to run with laser beam lengths approaching 10,000uu's.
Replaced all of that with this:
As far as keeping things simple, that texture might be the best thing I have ever created.
@UTX. Good eye. (You posted while I was replying....)
The default UT pbolt class, (plasma beam alt fire), is indeed a series of little bolts all chained together.
Each one has a length of 81uu, and the max for the Plasmabeam is 9 or 10 of them. (Forget if there it is <=9 or <9 hardcoded there...)
With a LaserLength of 100 for this gun, you are getting a beam that is 8100uu in length. (Note the number will vary a bit if you are not shooting perfectly straight. No angles.)
I am hoping you were looking very, very close at it to notice this, and it is not a huge error I have failed to notice.
This, and the non-perfect attachment of the laser to the actors gun when in 3rd person view, are a bit tricky.
The source and target are both moving all the time....
Edit: I see no "Bump" button anywhere at any time.