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The way weapon fire works..

Discussion in 'Programming' started by smattbac, Jul 20, 2004.

  1. smattbac

    smattbac Flak Monkey

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    Firing Projectile Weapons

    The chain of event that's handled natively by the engine, is that done to prevent cheating or for performance or something?

    And would it be "wrong" to code a weapon that's fired from the Weapon.Fire() function?
     
  2. [SAS]Solid Snake

    [SAS]Solid Snake New Member

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    No idea, personally I think they did this really early on in the engine's production back when Epic was developing Epic. Maybe it was just easier to connect this via native code, or speed or security. It can really be any of these reasons I guess, but I think laziness got the better of them really. I mean, UE2.x still has a lot of redundant code just left around. I guess they will clean all of that up in UE3.x since it's a totally new engine ... kind of.

    Mmm, I don't think so it would be wrong as such, but you may not be able to get some of the special functionality that the code handles natively such as hold fires and so on...
     
  3. smattbac

    smattbac Flak Monkey

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    Ok, was just wondering. Thanks. :)
     

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