Chained explosions

Chained explosions

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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MrSpontaneous
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Joined: 09 Sep 2005, 22:39

Chained explosions

Post by MrSpontaneous »

Now I have not taken a look at exactly what the new explosion design can do (if some one can point me in the right direction to see its abilities that would be great), but I think I have an idea that could work.

From what I understand it is now possible to have an explosion launch a weapon (or make a weapon call or something of the like).

With this would it be possible to make it so a weapon (say a lightning gun) fires a shot, which explodes into another lightning shot, and continues until it calls a weapon that does not explode into a another unit shot (thus ending the chain).

Does this seam feasible in the new system or do further modifications need to be made?

Thanks
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rattle
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Post by rattle »

The latter... also weapons aren't scriptable. You can only emit stuff from pieces on the model.
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KDR_11k
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Post by KDR_11k »

You could theoretically write your own aiming and firing functions into the COB script so your unit doesn't actually fire as Spring understands it, instead finding the target, spawning the shot into its direction, move a part into the target, aim it at another target, spawn a new shot, repeat. Of course that's going to be hell to script.
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Guessmyname
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Post by Guessmyname »

Alternatively, just get Spring to feed the target info into the script, and have the script determine aiming and when the unit fires etc. That would be more useful for modders
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rattle
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Post by rattle »

That doesn't do what he wants. He wants it to jump on impact á la the tesla coil or this prisma laser thing from RA2.
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Guessmyname
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Post by Guessmyname »

Maybe do something like the Dgun, which goes splat along the ground digging deep channels?
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MrSpontaneous
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Post by MrSpontaneous »

Its not in any way essencial to the mod for this effect, I was simply seeing if spring had evolved to the state were it could make more interesting weapons.
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BlackLiger
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Post by BlackLiger »

I think he was thinking more along the lines of a weapon designed to take out mass attacks. One which, when it hits the first unit, if theres another unit nearby, it jumps to it, otherwise it stops. Might be funny cause 2 kroggies would die to it unless you could get them far enough apart fast enough....
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Acidd_UK
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Post by Acidd_UK »

Cluster type munitions would make me so so horny. Imagine cluster bombing and cluster arty shells...
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KDR_11k
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Post by KDR_11k »

Easily possible, just make a part move along the trajectory of the weapon, then hide it and spawn a bunch of shots from the location.

Guessm~1: That's what I meant, use the aim function to determine what the unit wants to shoot at, then handle the shooting in the script. Just aim at the nearest unit in aiming direction, even if that's not what the unit was aiming for it's what it'll hit.
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