First, do (or can) bursts cycle through firing points? I'd rather not do the work around for this if I don't have to, but I think the effect I want is worth doing it.
The second, is it possible to control stealth or radar jamming states with the script?
A couple questions
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Yip, fun script way. I'll just have 2 lrm's then (1 clan, 1 innershpere. They have different ranges in the books at least) with a set fire rate, then control "size" by stopping it after a certain number of shots. Hmm, adding a few hundred counters into the processor load shouldn't generate any slowdown should it? I may implement "ammo limits" if people want them. They'd have to just go away after a certain amount of time if there isn't a way to have another unit affect a units script.
Oh well. Was hoping to simulate Battletech radar by having sight as the passive radar range and radar as active range. Under that turning off active would enable radar jamming. It wouldn't match up with the fact that not appearing on sensors doesn't make you completely invisible though. My second idea is using radar as passive and sight range as active. However, it would require that I can detect when the unit cloaks and control the on/off state from the script or the radar itself. It also assumes that things appear in some way if cloaked while in sight range and radar range.
Oh well. Was hoping to simulate Battletech radar by having sight as the passive radar range and radar as active range. Under that turning off active would enable radar jamming. It wouldn't match up with the fact that not appearing on sensors doesn't make you completely invisible though. My second idea is using radar as passive and sight range as active. However, it would require that I can detect when the unit cloaks and control the on/off state from the script or the radar itself. It also assumes that things appear in some way if cloaked while in sight range and radar range.