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
Chained explosions
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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.
- Guessmyname
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- BlackLiger
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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....
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.
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.