If you have a question or answer to question come here! - Page 2

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
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

CayDr, you cheapo, no wonder when I made the peewee shoot 20, it fired 3 in one then 17 in the other!

CayDr, you work a lot but I wasn't expecting that :P
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Burst shots don't call FireWeapon*. It's annoying. You have to increment the gunpoint counter in QueryWeapon* but some gunpoints will be skipped since Spring will also call QueryWeapon* when it tries to aim the weapon. That's what first gave me the idea to give the Titan a larger volley instead of having it fire six missiles (out of its six launchers) so it's no longer visible that some gunpoints are skipped.
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Interesting
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Can the DGun button be used for something other than that? Like a rocket volley or something, I mean, we could have "spells" if it did work :P
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

Snipawolf wrote:Can the DGun button be used for something other than that? Like a rocket volley or something, I mean, we could have "spells" if it did work :P
I think it can... i have seen it been used in OTA for many things...
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Bad. Ass. !.
Gnomre
Imperial Winter Developer
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Joined: 06 Feb 2005, 13:42

Post by Gnomre »

There was some retarded hackjob method to making it work in Spring though... I can't recall the details honestly.
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

I'll just mess around...

What's testing for :P
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

ZOMG Another newby question!

Anyhow: Is it possible to have a unit check how MANY units it is transporting? If so I got some badass ideas :P
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

yes im fairly sure this is possible as a a unit in SWS does this.

I look to Gnome or another SWS dev to expalin/elaborate
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Just set up a counter static-var that's increased every time the unit loads and decreased every time it unloads.

Code: Select all

static-var counter;

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

WhateverThePickupFunctionIs() {
	...
	attach-unit unitid;
	++counter;
}

WhateverTheDropFunctionIs() {
	...
	drop-unit unitid;
	--counter;
}
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

I gotta love scripts, these seem like you can do MANY things with them :P
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Is it possible to have a factory with 2 outlets? That work separatly, like one for infantry and one for vehicles?
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

No.
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Thanks everyone...

Nub question time:

What all can I use on and off for?

And how do I get that missile flare(on end of missile in game)?

Edit: another one too, almost forgot...
Can we have when something like a grenade explodes it sends out shrapnel that explodes too?
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

On and off calls the Activate and Deactivate functions. Anything you can write in that works.

The activation state also toggles some other things like energy use but if you don't use those the on/off switch can be used in any way you like (if you let both call the same function you can have them act as an action button for anything script triggered, you could also cycle through more states than on and off in your script).

The missile flare is attached to the first child object of the missile model as long as smoketrail=1.

Secondary explosions (shrapnel) aren't possible.
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Urghh, can I set a weapon timer, whereas if I throw a nade it will roll around for 5 seconds then blow up?
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