Joined: 01 Jun 2006, 12:15 Location: Banned user for reason “Do not post pictures of people fucking cars”
I have asked Yeha to change it so you can emit weapons from empty objects using the object's rotation just like explosions, and to use a new modifier for detonations (4096) roughly a week ago... I'm sure he'll do it in some time (if he don't then I'll keep nagging ).
Joined: 24 Oct 2006, 18:08 Location: a secret soylent green factory
Is there a way to program multiple voice responses to units like instead of hearing the same 1 voice over and over you can hear multiple voices at random of clicking on the unit over and over or giving it commands (Ala command and conquer/starcraft)
Joined: 01 Jun 2006, 12:15 Location: Banned user for reason “Do not post pictures of people fucking cars”
Yes there are functions which get called when under attack. HitByWeapon() for instance.
Now I've got a question... it's like this:
I've got a unit with a burst weapon which fires twice each burst (dual rocket launcher). So the question is, is there any other function which gets called each time a weapon fires a burst shot? Both FireWeaponX and EndBurstX get only called at the end of a burst which is useless.
The only workaround I can think of is abusing RockUnit, because it's the only function which gets called for any shot fired. Though I don't know if it got called when the unit was hit by a weapon as well. I read somewhere that both RockUnit and HitByWeapon are called then...
All I want to do is distribute the two shots over two firepoints (AND spawning muzzle flashes and extra fancy stuff like exhaust smoke and fire ) without relying on scripted reload times or using two weapons and slaving the second to the first AND scripting a delay in. That's entirely possible but it's ugly. I'd rather have one manageable weapon for which I don't need to recompile the script each time I want to change the reload time.
Um, instead of having the weapon return(TRUE), have it fire the weapon in question via emit-sfx and then sleep.
As for compiling every time you want to change the delay... er, sorry, but that's a big problem... why? I mean, by the time you get everything else synched up timing-wise, you're hardly going to want to futz with something that minor, when you can just change the damage/AOE and balance that way. Just a thought.
Joined: 01 Jun 2006, 12:15 Location: Banned user for reason “Do not post pictures of people fucking cars”
StopMove() gets called when the unit really stops, not just when you hit the button or key. Same for StartMove(). Yes you need to remove the sounds from the tdf.
Hm Argh using emit-sfx for that is not good at all because it's ignoring stuff like smoke trails on missiles. It would be so cool if we could control the when-a-unit fires stuff completely by script.
Think I'll just use a slaved weapon and time it myself
Joined: 01 Jun 2006, 12:15 Location: Banned user for reason “Do not post pictures of people fucking cars”
Another question: Is it possible to make a high trajectory weapon fire in a lower arc? If so, how?
At the moment I restrict the pitch to which the launchers turn to pitch/2, but increasing the range will make it clip into the body yet again. Restricting pitch by a condition is confusing.
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