SecondaryWeapon Tag?

SecondaryWeapon Tag?

Requests for features in the spring code.

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

SecondaryWeapon Tag?

Post by Snipawolf »

SecondaryWeapon tag?

What I mean is a weapon that explodes or hits target spawns other weapons... These could be anything, or have a target or no target, but could be affected by the blast of the first weapons explosion...

Example: Soldier throws a nade, nade explodes and spawns "shrapnel", shrapnel goes whichever direction the blast takes it, then explodes upon contact?

Edit: Another example: A cluster missile explodes and sends out more missiles, or cluster bomb explodes and they spread and drop some bombs...

I know, probably wouldn't help much....
Can't hurt to try...
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Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

good idea.
I would also need weapons which could be fired by script into the standard direction so i could make thrusters for ships.
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Well,

Yes: 2
No: 0

:P, I would use it for nades, and any types of cluster weapons

That could be laggy if someone spammed cluster bombers :P
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emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

that related to weapons will be units can build units (canbuild...)
easy chang ready to work only if factory can mov
...or by using isbuilder=1 bmcode=1...
hehehe
but problem is =>
build=attack when see a target with a path=sight
must be hardcoded only for it and mooder make for other stuffs
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Yeah! FTW! they are going to implement this but needed a unit for it, but aparently this got shelved...
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emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

weapons are hightly unfriendly !!!
i try to make an airburst for multiple rocket lauchner
i use selfprop=1 guidance=0 no accuracy working all rocket after flightime hav balistic path but land in the same hole (don t want use burst because script not wait for end)
burnblow=1 work only for ballistic=1 with range end for explod...and range is radius not vertical travel count...
nuc mortar continue to love engaging ennemy vtol top of her base with an badtargetcathegory=vtol
i wish use for fighttime end but is not possible
so i must use balistic for rocket and high trajectory not work for selfprop vlaunch is only vlaunch not swithching
the new tag add twice for same but uncomplet
another bug when reaching flightime track don t stop and track not working for balistic...
lineoffsight=1 or =0 what diferent ?
seem turet=0 enable weapon for all unit but unusable...
not friendly weapons
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

The tag would have to be named: "weapontype2", as this is a weapon tag that already existed in old TA (but never worked there).

weapontype2 = Describes another weapon that the weapon turns into in the second phase
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Ehhh, whatever, the idea is what matters, it doesn't matter whatever the tag is called...
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emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

yes this kind of tag will permit to link an unlimited level of subweapons
as cruise missile drop grenade
torpedo releease antiair missile
bomb with naplam load
or the sub launch missile reentry in water for long range antisub attack...
many possibilitys
but my favorite is the nuclear balistic missile with Multiple Indepandant Reentry Vehicule (hav flare against anti weapon [but only unit hav flare isn t])
icbm abm and huge map related in supracomander joke
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