Wouldn't it be possible to do that via a missile with a rather low speed, immense lifetime, and such? I seem to remember WD in OTA having these types of missiles which would chase my fucking planes all around the god damned map.
Joined: 16 Sep 2004, 22:20 Location: I FUCK IN SKY
I tried to do that long ago but the missile wouldn't get past it's range no matter how long it's life. You might be able to do it with an infinite range missile slaved to a limited range dummy weapon.
quick question here... I know that beam weapons' damage decreases over distances. Is it possible to put this effect on, say, a ballistic weapon?
There are dynamic damage tags for range but I'm not 100% on how to use them. The changelog says:
Quote:
- Added float weapon TDF tag DynDamageExp: exponent of the damage formula, 0 (the default) disables dynamic damage. 1 means linear scaling. - Added float weapon TDF tag DynDamageMin: minimum damage value. (default: 0) - Added boolean weapon TDF tag DynDamageInverted: inverts the damage curve. - Added float weapon TDF tag DynDamageRange: if set it will use this value instead of the range value from the weapon in the calculation.
My understanding of these tags is: 1. you can have the damage ratio be exponential, rather than linear 2. minimum value so it does not decrease to 0 3. make it so it does more damage at range rather than less (inverted) 4. perhaps you can use this last tag to define the degree or amplitude of the curve (or line)? By making the dynamic damage range double what the actual range is, the weapon will only have decreased half-way by the time it hits its max range.
Bug or feature, but should be known: beamlasers are stuck in sphere-land. No cylindertargetting... and I doubt they work with the heightmod stuff either, but haven't bothered to test.
hm, that's interesting since I was testing cylindertargeting on beamlasers when I developed it. more details please?
I'm working on an OTA-purist mod, forked from Classic TA - as part of the mod, I'm using Beamlasers on Zeus because lighting fails to support collidefriendly.
(yes, I know the lead attributes aren't necessary for a beamweapon - they were applied en-mass by batch-script)
And here's a screenshot, taken on castles (click thumb to examine):
You can see the range circle failing to reach lower. When I turned off the beamlaser and made it into a pew-pew, it worked fine. Really, I probably do that anyways, since OTA lightnings weren't hitscan. But I thought you'd want to know.
Wait, shouldn't the Zeus use a regular LaserCannon because lightning wasn't instahit in OTA?
Yeah, I realized that soon after I discovered the bug. The beamlaser hack was a quick fix for the lightning collidefriendly bug to play CTA with some friends. Now that I'm trying to clean up CTA further into my new mod and found the aforementioned cylindrical bug and remembered the Zeus wasn't instahit in OTA, so the bug is moot for me - but I thought other players might want to know.
Joined: 16 May 2007, 05:34 Location: [W]Evil4Zerggin, [W]DaLicheMob, [W]Mechaveli
tombom wrote:
There are dynamic damage tags for range but I'm not 100% on how to use them. The changelog says:
Quote:
- Added float weapon TDF tag DynDamageExp: exponent of the damage formula, 0 (the default) disables dynamic damage. 1 means linear scaling. - Added float weapon TDF tag DynDamageMin: minimum damage value. (default: 0) - Added boolean weapon TDF tag DynDamageInverted: inverts the damage curve. - Added float weapon TDF tag DynDamageRange: if set it will use this value instead of the range value from the weapon in the calculation.
The damage of the weapon is multiplied by (1 - (distance/max range)^DynDamageExp), but not below DynDamageMin. If DynDamageRange is set it will use this value instead of the max range. DynDamageInverted subtracts the standard damage curve from the damage.
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