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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
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0000098 | Spring engine | General | public | 2006-03-01 07:55 | 2010-07-14 13:59 | ||||
Reporter | Argh | ||||||||
Assigned To | jK | ||||||||
Priority | normal | Severity | feature | Reproducibility | always | ||||
Status | resolved | Resolution | no change required | ||||||
Product Version | |||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0000098: Feature Request: "noaim=1" FBI tag. | ||||||||
Description | Very simple request. I'd like to have weapons that do not aim correctly. This has all sorts of uses, from rocket-pods to fighter planes with multiple, fixed-arc machineguns, etc. Basically... weapons like this would be called as slaves by other weapons, and would only fire when called, and not go through the aiming code. We modders already fake such things a lot- why not have it be for real? | ||||||||
Tags | No tags attached. | ||||||||
Checked infolog.txt for Errors | |||||||||
Attached Files |
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Caydr (reporter) 2006-03-26 00:48 |
Just leave out aiming from the script or give it an ultra-super-fast aiming rate (<99999999.000000>) or whatever. Problem solved. |
Argh (reporter) 2006-03-27 05:23 |
Nonono... I want the weapons to fire *without* pointing their firepoints towards the target correctly, but *not* just fire whenever something is in range. Examples: 1. Aircraft with rockets (not guided) should point their bodies towards the target, then weapons should fire, but be launched straight from the wings. 2. Multi-launch rocket pods, like fancy mecha ones, should aim after an invisible, silent, non-damaging weapon aims and fires, force-firing the actual weapon. With guided weapons, we could then have anime-style guided rockets come out at crazy angles, and then guide in curves to reach the target. 3. Sailing ships (old-fashioned galleons, etc.) need non-aiming weapons that fire when a "weapon" on their centerpoint fires, and should fire straight out, not converge, so that they're actually accurate to IRL weapons of the kind. Having them converge is both unrealistic and harmful to good gameplay. Etc., etc., etc. Basically, I want to have weapons that can be force-fired by another weapon (invisible, silent, harmless) that will *not* fire unless force-fired, and do not converge. It'd be nice if the invisa-gun was just a standard "type", like the PlasmaRepulsor (say, call it HarmlessWeapon=1) so that it could just skip everything but aiming, but whatever. If there's a way to do that via scripting, let me know, because I really am leaning heavily towards doing a game design I'm calling "Pirates of Spring" for my next major project, to help push the AI devs to finally get water AI working well (and to make a fun mod that will make use of SJ's awesome water code hehe) and I'd really like to have ships that can fire in a way that looks and feels right... |
jK (developer) 2010-07-14 13:59 |
use MainDir & MaxAngleDif |
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Date Modified | Username | Field | Change |
---|---|---|---|
2006-03-01 07:55 | Argh | New Issue | |
2006-03-26 00:48 | Caydr | Note Added: 0000142 | |
2006-03-27 05:23 | Argh | Note Added: 0000146 | |
2010-07-14 13:59 | jK | Note Added: 0005090 | |
2010-07-14 13:59 | jK | Status | new => resolved |
2010-07-14 13:59 | jK | Resolution | open => no change required |
2010-07-14 13:59 | jK | Assigned To | => jK |