AAGHHHH! PARALYZING WEAPONS!!!! - Page 2

AAGHHHH! PARALYZING WEAPONS!!!!

Requests for features in the spring code.

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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Yes but you could have only one weapon per explosion and not much control over where the shots go. With CEGs you could e.g. fire one shot in the cardinal directions each.
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MadRat
Posts: 532
Joined: 24 Oct 2006, 13:45

Post by MadRat »

You know, that is very true. Good reason for the ceg solution then.
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EXit_W0und
Posts: 164
Joined: 22 Dec 2005, 01:33

Post by EXit_W0und »

I'm bumping this, because I saw an idea I liked:
If they could also generate Lua calls it'd be even more powerful.
If we had a tdf file tag, such as: customDamageScript = scriptname.lua,
we could have:

> weapons which spawn other weapons e.g clusterbombs,
> mixed modes of damage e.g paralyse + normal damage
> new damage types - such as gradual damage over time, instant capture devices or weapons which turn your unit pink, and force it to dance dammit dance!

The only problem I can see from using this, is it could cause a lot of slow down calling lots of scripts for each impact, particularly for rapid fire weapons.
In spite of this, its still a phoenominal idea that would give you modders so much freedom to make very interesting mods. I don't see why this hasn't been given priority given the huge effect it could have.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

I think for cluster bombs you'd also need a fuse or airburst tag unless you want them to split on the ground.
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Both would be nice...
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

it called the UnitDamaged() call in

Adding the OnExplosion type event to AIs wasnt hard, ask trepan if it can be added to lua.
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

Something like:

Code: Select all

function gadgetHandler:Explosion(weaponID, px, py, pz, ownerID) -> bool noGfx
?

NOTE: Already exists in 0.75b2 (or SVN, I forget ;-))
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