If you have a question or answer to question come here!

If you have a question or answer to question come here!

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Snipawolf
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Joined: 12 Dec 2005, 01:49

If you have a question or answer to question come here!

Post by Snipawolf »

DON'T come here and say spam, flame, or say BS...

If you have an ANSWER or QUESTION feel free to post it!

1. Could I make a unit with an aura/field that helps troops aim/move faster/reload faster/shoot faster?

2. Is there a script that I can transport "Technician" inside of "Battle Mech" to make said battle mech aim/move/reload and shoot faster?

3. Is there some kind of limit to what I can do with animating units?

That's all, for now...
Last edited by Snipawolf on 18 Jul 2006, 18:46, edited 1 time in total.
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Decimator
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Joined: 24 Jul 2005, 04:15

Post by Decimator »

no, no, and yes
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Shit, Shit and ok

Uhhhm, k
'Nother question:

Is it possible to have a unit check another units height to fire at it?
esteroth12
Posts: 501
Joined: 18 May 2006, 21:19

Post by esteroth12 »

err... actually, it may be possible... can a unit check if it is transporting something? if so, yeah to #2
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Okay, then their may be hope!

Even Another question:

Can move speed be changed when a unit gets veteran level?
esteroth12
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Joined: 18 May 2006, 21:19

Post by esteroth12 »

Yes... find the function to check the veterancy, and use that... (I think you can change the speed)
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

I'm not sure if you can change a unit's speed yet. Ask Archangel of Death about that though, if you want a definitive answer.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

1. What's the difference between shooting and reloading? Anyway, it is possible, except for move speed.

2. Probably, except again for moving. Depends on how robust you want it to be, I guess.

3. Depends on what you want to do, but not particularly. You can move and rotate any piece however you want.
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

So a technician upping performance of units could work?

Sweet!

By shooting I meant accuracy and speed of bursts :P

Edit: Good moving and rotating is all thats needed :mrgreen:

Edit2: Well, need to know how you get a unit to fire the same weapon from different areas....

Cuz for the commander he has a rocket volley and uhh... all the rockets firing out of 1/10 the total area would just look retarded :P
Archangel of Death
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Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

Well, there are a couple ways, but I'd suggest just moving around the piece defined in that weapon's query function from its fire function. Its not to exact, but it can still look nice and avoids certain issues.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

What? Why move the flare? Here's how you do it:

Code: Select all

static-var gun_point;

Create() {
	...
	gun_point = 0;
}

QueryWeaponX(piecenum) {
	if(gun_point == 0) {
		piecenum = flare1;
	}
	if(gun_point == 1) {
		piecenum = flare2;
	}
	if(gun_point == 2) {
		piecenum = flare3;
	}
}

FireWeaponX() {
	++gun_point;
	if(gun_point > 2) {
		gun_point = 0;
	}
}
Obviously expand it as necessary. You could count from 1 instead of 0 if you wanted, I guess, but if you only want two fire points (say, like an Arm HLT), then you could do it this way, which is more efficient for a double-barreled weapon:

Code: Select all

static-var gun_point;

Create() {
	...
	gun_point = 0;
}

QueryWeaponX(piecenum) {
	if(gun_point == 0) {
		piecenum = flare1;
	}
	if(gun_point == 1) {
		piecenum = flare2;
	}
}

FireWeaponX() {
	gun_point = !gun_point;
}
That's the scripting lesson for the day ;)
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Snipawolf
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Post by Snipawolf »

Thanks :mrgreen:
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unpossible
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Joined: 10 May 2005, 19:24

Post by unpossible »

is there actually a list of scripting commands useable by spring? i've found TA ones but i assume that spring is more flexible...
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Is it possible to make a cluster bomb?

Wait I know it is, nm, I will find out later when I can test it :p

Edit: Can this game show missiles turning their fins for aiming/turning the missiles?
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

from what I have been told, cluster bombs are not possible because 2 part weapons do not work.

and on missile fins...no.
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Awww, k..

Edit: I'll poke around, i know there is someway to do it...

Maybe add a flare to a missile and then that missile can fire more missiles? Errr, something like that...
Theotherguy
Posts: 79
Joined: 11 Jul 2005, 02:01

Post by Theotherguy »

smoth wrote:from what I have been told, cluster bombs are not possible because 2 part weapons do not work.

and on missile fins...no.
couldn't you have a bomber fire all of its bombs at once, in the same location, making it look like a cluster bomb? Or have a plasma cannon fire multiple shots at the same time from the same location?
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

It needs to look like one though...

-
-
----
--------

Like that kinda, no way in hell am I doing a missile one like that...

Aww it pushed it
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

Because, Gnome, when he said "rocket volley" in relation to that comment, I assumed he meant that he wanted the weapon to fire in distinct volleys, and probably using a burst.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Ah, fair enough.
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