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Ok, say we have a short range laser. This can be used to fake a melee attack. Combine it with a timed animation and you get interesting results. However there are issues.Muzic wrote:Why isnt melee possible?
- 1:
line fire works great because it can go exactly at the target of the melee attack without extending past the unit. This has issues- 1a: the units in spring fire at the edge of their max range so sometimes the unit will not hit but swing right outside of range.
2:
to target a unit the unit does not use the outersphere as a target instead the unit needs to hit center. This means two things will happen..- 2a: if the unit is mobile it will just move once bumped and never actually stop to get hit because the attacker is pushing to the center of the target which results in an anoying chase.
2b: If the unit is stationary (I.E. a building) the melee attacker will stand there right on it's target without ever attacking(because it will not be able to reach center with it's range).
2c: The melee unit cannot attack anything with a hitsphere center that has distance that is beyond the attacker's melee weapon range...
Thats for the explanation :Dsmoth wrote:Ok, say we have a short range laser. This can be used to fake a melee attack. Combine it with a timed animation and you get interesting results. However there are issues.Muzic wrote:Why isnt melee possible?
- 1:
line fire works great because it can go exactly at the target of the melee attack without extending past the unit. This has issues
- 1a: the units in spring fire at the edge of their max range so sometimes the unit will not hit but swing right outside of range.
2:
to target a unit the unit does not use the outersphere as a target instead the unit needs to hit center. This means two things will happen..
- 2a: if the unit is mobile it will just move once bumped and never actually stop to get hit because the attacker is pushing to the center of the target which results in an anoying chase.
2b: If the unit is stationary (I.E. a building) the melee attacker will stand there right on it's target without ever attacking(because it will not be able to reach center with it's range).
2c: The melee unit cannot attack anything with a hitsphere center that has distance that is beyond the attacker's melee weapon range...
Do you know about the resources.tdf in /gamedata folder of your mod? All the textures need to be in there.Snipawolf wrote:Can someone give me a muzzle flame tutorial?
I tried to do it by looking at all of Smoth's stuff, but it didn't work, even though I made sure everything I had was lined up
Edit: Fixed
Code: Select all
[arty_rocket]
{
Name=Rocket Artillry - 120 MM;
//Misfits
Ballistic=1;
Model=Rocket1.s3o;
turret=1;
RenderType=1;
//Sounds
SoundHit=IMPACT6;
SoundStart=SHOT02;
areaofeffect=300;
StartVelocity=50;
WeaponAcceleration=10;
WeaponVelocity=1000;
//Firing and Bursting Settings
tolerance=100;
Range=4000;
ReloadTime=30;
//Missile and Torpedo Weapon Settings
edgeeffectiveness=.5;
SelfProp=1;
Smoketrail=1;
accuracy=2000;
[Damage]
{
default=500;
}
}
Thanks a lot rattle...
And, for some reason, this won't make my tanks base budge.. an inch...
I used the 30 to see if three was too small of a leap to see, but my tank refuses to jump, damnit...
It fulfills its emit, but refuses to jump...
BTW, any other info that might be needed.. It has no turret, and has a 10 degree or so fire arc, with just a 1 in the z angle.. Not really much more info that might be needed...
And, for some reason, this won't make my tanks base budge.. an inch...
Code: Select all
FirePrimary()
{
emit-sfx LightTankShellShoot from barrel;
turn base to x-axis <30> NOW;
turn base to x-axis <0> speed <30>;
}
It fulfills its emit, but refuses to jump...
BTW, any other info that might be needed.. It has no turret, and has a 10 degree or so fire arc, with just a 1 in the z angle.. Not really much more info that might be needed...