Weapon that stays on the ground? (napalm, poision,...)

Weapon that stays on the ground? (napalm, poision,...)

Requests for features in the spring code.

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knorke
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Joined: 22 Feb 2006, 01:02

Weapon that stays on the ground? (napalm, poision,...)

Post by knorke »

I have not seen this suggested yet but it would be quite cool for gameplay:
a weapon that somehow keeps active after it hits the ground.

this could be used for things like burning napalm, poision clouds or psi-lightning-storms.
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Gabba
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Joined: 08 Sep 2004, 22:59

Post by Gabba »

Nice idea. If feel modders would go crazy with this.
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AF
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Joined: 14 Sep 2004, 11:32

Post by AF »

Like the demons main weapon in nanoblobz? Which leaves a nogo zone of orange radiation for a while after it hits its target?
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knorke
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Joined: 22 Feb 2006, 01:02

Post by knorke »

it does?
i only know the glowing ground after d-gun, but this doesnt do damage and cant be animated to have flames and stuff (i think)
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Fanger
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Post by Fanger »

I belive argh did that by slowing down the explosin speed so that it takes a while to finish blowing up...
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Snipawolf
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Post by Snipawolf »

I would do it by making an invisible weapon that shoots like 20 shots in a few seconds with perfect accuracy.. AOE with DOT...

Edit: damn, argh beat me to it.. Wrong Fanger, he uses the way I just said...
DEMONGUN wrote:DEMONGUN_ACTUAL]
{
name=Area-Denial;
rendertype=1;
ballistic=1;
turret=1;
range=900;
weaponvelocity=350;
model=NullPoint.s3o;
burst=20;
burstrate=0.05;
sprayangle=50;
reloadtime=8;
areaofeffect=128;
impulsefactor=0;
impulseBoost=0;
craterMult=0;
craterBoost=0;
explosiongenerator=custom:NULL_FX;
tolerance=1000;
AvoidFriendly=0;
CollideFriendly=1;
ExplosionSpeed=128;
[DAMAGE]
{
default=1;
ULTRAHEAVY=1000;
HEAVY=1000;
REFLEC=1000;
LIGHT=1000;
}
}
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Fanger
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Post by Fanger »

hrm, that would work, but I slightly dislike that setup for the fact that:

1. very long times wont work well,
2. if the weapon fires and the unit is moved there may or may not be issues ( I could be wrong on this depends on the time I suppose)
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yuritch
Spring 1944 Developer
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Joined: 11 Oct 2005, 07:18

Post by yuritch »

Fanger wrote:1. very long times wont work well,
2. if the weapon fires and the unit is moved there may or may not be issues ( I could be wrong on this depends on the time I suppose)
3. If the unit is killed, the effect will end. Not a desired behavior, I suppose.
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Fanger
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Post by Fanger »

well yes and no I suppose..
imbaczek
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Post by imbaczek »

A good workaround would be the one I used in my barrage spell - create an invisible, invincible gaia unit that keeps shooting at a given spot. Needs LuaRules though, aka spring 0.75.
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MadRat
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Joined: 24 Oct 2006, 13:45

Post by MadRat »

This is where having the ability to define a multi-break explosion or a warhead attached secondary explosion/effect to the main device would come in handy.
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Fanger
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Post by Fanger »

eh that would require a rewrite of the weapon code.. at least some of it..
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MadRat
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Post by MadRat »

Or perhaps it would only be a slight change to the explosion. The weapons themselves would target and all that as they do now, only post-detonation would they need be changed. The warhead is a rinse and repeat effort. Multibreak explosions would likewise be rinse and repeat efforts.
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rattle
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Post by rattle »

Start coding madrat. Less talk, moar code. :P
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KDR_11k
Game Developer
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Post by KDR_11k »

Make explosion generators able to emit projectiles.
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

THAT would be awesome...

I already thought up something, a volcano explosion :D

Ground cracks open and starts hurling rocks and flame upwards, anything caught by it is dead meat.

So many more possibilities, what a great idea...
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Fanger
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Post by Fanger »

zomygosh explosion generator emitting projectiles.. TEH AWESOMENESS OF THAT..
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rattle
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Post by rattle »

If we get a universal weapon type then as well...
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Fanger
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Post by Fanger »

and a cure for cancer and world peace for all..
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MadRat
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Post by MadRat »

rattle wrote:Start coding madrat. Less talk, moar code. :P
If this engine was done in BASIC it would of been done already. I'm not so hot reading C# syntax. The C language already gave me fits trying to pick it up. Learning BASIC as a first language really stunted my development.
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