SweepFire=1;
Moderator: Moderators
SweepFire=1;
It ignores script locks(when the barrel is covered in grey it would normaly be locked via it's script), when the script lock does happen it fires off at an odd angle.
see video here: http://cs.selu.edu/~ssmith/spring/Movie_0003.wmv
If you guys could fix this it would be great, otherwise, I will need to remove it from my project. I would just work around it but I am not sure, I thought it was created so the unit would target other enemies and move to the next one when it's current was dead. What is the real usage?
see video here: http://cs.selu.edu/~ssmith/spring/Movie_0003.wmv
If you guys could fix this it would be great, otherwise, I will need to remove it from my project. I would just work around it but I am not sure, I thought it was created so the unit would target other enemies and move to the next one when it's current was dead. What is the real usage?
Re: SweepFire=1;
That's what it does for me...smoth wrote:I would just work around it but I am not sure, I thought it was created so the unit would target other enemies and move to the next one when it's current was dead. What is the real usage?
Maybe this video will get you worried
Now imagine if all lasers dragged, and allies were getting hit by your own laser, which it does, you will understand something needs to be done.
http://spring.unknown-files.net/file/30 ... ng_Device/
Sure is a pretty though.
http://spring.unknown-files.net/file/30 ... ng_Device/
Sure is a pretty though.
Yeha made some changes to use object rotation now instead which is much more useful.
I'm pretty sure beamlasers need a start and end position (firepoint, target position) to get the direction from. I recommend to temporarily save the last target position and use it instead when there is no target. Or perhaps you can think of something without the need of a target position.
edit: Indeed.
BeamLaser.cpp
Wouldn't it be possible to override wantedDir by using the piece rotation of the piece the weapon is being fired from? If you still need targetPos then perhaps weaponPos*weaponDef->range could work... or something like that. I know I suck at maths...
I'm pretty sure beamlasers need a start and end position (firepoint, target position) to get the direction from. I recommend to temporarily save the last target position and use it instead when there is no target. Or perhaps you can think of something without the need of a target position.
edit: Indeed.
BeamLaser.cpp
Code: Select all
wantedDir=targetPos-weaponPos;
wantedDir.Normalize();