CVS build now supports 16 weapons per unit... - Page 2

CVS build now supports 16 weapons per unit...

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Heh, I'm just spamming them to test the thing. It'll probably be a long, long time until you see any star destroyers roaming in Spring (because I will not release them without being at the right scale, and right now the engine doesn't like that too much for real use).
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

GrOuNd_ZeRo wrote:That's exactly what I was thinking Flozi.
If the script could give us details of an enemy unit we could determine its type, and thus which weapon to use. So tanks could use MG and HE against troops, HEAT against APC/IFV and APDFSDS against tanks etc. Of course some kind of prioritisation of targets might be needed.
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

hm....

With the new weapon slaving tag (a weapon will always target the one targeted by its master weapon) one could create real cool bombers ... (i think in the line of red beamlaser (which does very little damage) painting the target for guided bombs)
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