Setting units on fire?

Setting units on fire?

Requests for features in the spring code.

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Yes or No? (Oh no! This poll is biased because it had "Yes" first!)

Yes
28
97%
No
1
3%
 
Total votes: 29

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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Setting units on fire?

Post by Guessmyname »

how about a flammable=1 tag in the unit fbi that allows the unit to be set on fire, according to the firestarter tag in the weapon tdf. Other tags that should go with this is: burntime tag for how long the unit stays on fire for and burndamage - how much damage per second being on fire does to the uint. A tag to control whether being on fire stops autoheal might be a good idea too.
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Peet
Malcontent
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Post by Peet »

GMN, you are a pyromaniac's messiah.
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

Hell yeah, for the little sadist in all of us.
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

I'm somewhat suprised no-one thought of this before, to be honest...
esteroth12
Posts: 501
Joined: 18 May 2006, 21:19

Post by esteroth12 »

also, the BOS scripting better have a new function, OnFire() where you put the custom explosion sfx... we don't want a basic fire on the unit because without that it can be used for anything, eg acid, drowning, buring, etc. with the right explosion in the OnFire function
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Guessmyname
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Post by Guessmyname »

Alternatively, get HitByWeapon to also report on what weapon the unit was hit with. Much more flexible! (and units on fire could be done via this method, including damage per second)
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Plus would alow you to script in the "Running with arms waving befor colaping in a burnt heap" animation. Mmmmmm... Barbequ Boy.

aGorm
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

aGorm, stole my words..
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Nemo
Spring 1944 Developer
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Joined: 30 Jan 2005, 19:44

Post by Nemo »

Guessmyname wrote:Alternatively, get HitByWeapon to also report on what weapon the unit was hit with. Much more flexible! (and units on fire could be done via this method, including damage per second)
It will be in the next release. At least according to a note that gnome left me on IRC "HitByWeapon(anglex,anglez,weaponid) in next spring ver will allow you to tell what weapon just hit a unit. Based on ID tag in weap tdf."
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

So, if a set of weapons have the same id, that id will be returned same for each... (cuts down on the number of 'ifs' you'd need for animations for all flamy weapons)

Brilliant.
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rattle
Damned Developer
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Post by rattle »

Now give me arrays or binary operators and we could have lists of weapon IDs to compare against instead of endless long if statements....
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

That would allow making the SpringComunityBoard Mod...

+1 to Setting units on Fire
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

rattle wrote:Now give me arrays or binary operators and we could have lists of weapon IDs to compare against instead of endless long if statements....
Or you could use the id like a bitfield and...
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rattle
Damned Developer
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Post by rattle »

Wondering if it's possible to use IDs twice since spring does not care about IDs anyway. So every flamer could have ID 0 (or 1) etc.
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