Melee weapons?

Melee weapons?

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Snipawolf
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Melee weapons?

Post by Snipawolf »

Could someone give me a crash course on how to make them work ingame? Thanks :P
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smoth
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Post by smoth »

they don't in the current version. Kdr is working on it though.
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Snipawolf
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Post by Snipawolf »

Eh, I heard some discussion and thought that he had submitted -___-

Thanks for the quick reply.
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KDR_11k
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Post by KDR_11k »

Submitted, yes. Doesn't mean they're included.

Basically you set WeaponType=Melee; in your weapon tdf and you have a melee weapon. It has no effects or anything, it just does damage every time it fires. Gotta script an animation yourself. In the current build it won't point at the target in AimWeapon, which is what I've changed.
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Snipawolf
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Post by Snipawolf »

Ahh, okay.
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Agon
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Post by Agon »

@KDR_11l: Would be good to go on with the developing. Because I could need this in the future.
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KDR_11k
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Post by KDR_11k »

What do you want me to do? It's on Mantis, now it's up to the devs to commit it.
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Agon
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Post by Agon »

I thought it is not final and it could get some improvements. :oops: Sorry for that. Then the devs should upload it.
imbaczek
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Post by imbaczek »

currently you can use a hack that is targetborder=1 <edit>and cylindertargetting=1 (yes double t is correct, should fix it asap while it's not used often i guess)</edit> beamlaser of 0 thickness. see zaku2melee in gundam 1.11.
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Snipawolf
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Post by Snipawolf »

I already have, foo.. :D

I have seen anything and everything that could have been of use to me.. I ripped through gundam and nanoblobz, and, to my dismay, now that I am not quite an amateur modder anymore, the more useful stuff is disappearing fast...
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Noruas
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Post by Noruas »

Sorry I mislead ya snipa, i thought it was already in.
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Snipawolf
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Post by Snipawolf »

You didn't mislead me.. I don't even remember you convo'ing with me about melee... -___-


Edit: I need melee for teh aliens, or I may just have to have a hacky workaround.

A few of the aliens are ill-equipped to fight a ranged battle :twisted:
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smoth
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Post by smoth »

I get tired of people ignoring me. oh well.
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KDR_11k
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Post by KDR_11k »

Another workaround is a dummy weapon that never fires but turns the unit properly and a separate melee weapon that handles doing the damage.
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Argh
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Post by Argh »

or just use the lightning weapon, with no reference to graphics files, it moves instantly to the center and already does everything we want melee to do, and you can just use multiple weapons to adjust for unit sizes


...just thought I'd throw that in there, since nobody got it after months and months lol
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KDR_11k
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Post by KDR_11k »

Lightning has a few hardcoded issues and you still end up with an invisible lightning projectile.

Also we don't need multiple weapons to adjust for unit sizes anymore, we have the targetborder tag.
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Argh
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Post by Argh »

Targetborder = fail, because it doesn't take into account that you'd need a large area-effect to hit the origin of the targeted unit, which means you'd probably hit more than one target if all packed together, plus Spring's non-instant explosions cause all sorts of hit-registration problems.

You can fix most of lightning's problems very easily, by setting the speed high enough + a decent CollisionSize + CollideFriendly = 0 + CollideFeature = 0. It's still not ideal, and requires hack-arounds, and frankly, what we really need is a weapon that just does what your patch is going to do- just straight-up damage with an animation during FireWeaponX()...
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hunterw
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Post by hunterw »

Snipawolf wrote:

Edit: I need melee for teh aliens, or I may just have to have a hacky workaround.
how do the beamer turrets work? why not just make it a beamer turret with a really short range and nonvisible fx?
imbaczek
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Post by imbaczek »

Argh wrote:Targetborder = fail, because it doesn't take into account that you'd need a large area-effect to hit the origin of the targeted unit, which means you'd probably hit more than one target if all packed together, plus Spring's non-instant explosions cause all sorts of hit-registration problems.
Try a beamlaser.
hunterw wrote:how do the beamer turrets work? why not just make it a beamer turret with a really short range and nonvisible fx?
We have a winner!
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Argh
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Post by Argh »

Beamlasers obey areaofeffect :roll:
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