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Posted: 02 Jul 2007, 08:12
by KDR_11k
While you're at it, can you make all weapons capable of being fired and traveling underwater?
Posted: 02 Jul 2007, 14:42
by Guessmyname
waterbounce tag?
groundbounce tag = bounce on ground (GB tag)
waterbounce tag = bounce on water (WB tag)
GB +!WB = ground bounce, water boom
!GB + WB = ground boom, water bounce (dam busters, anyone?)
WB + GB = ground bounce, water bounce
As for the timer, there is a weapontimer tag...
Posted: 02 Jul 2007, 16:11
by AF
What about something that bounced on he ground always? As in if it hits water it pretends the water isnt there and bounces on the seafloor?
Posted: 02 Jul 2007, 16:18
by ironized
or even better when it hits water it sinks slowly and bounces slower and all till it splodes
Posted: 23 Sep 2007, 09:33
by ILMTitan
I finally got this to a point I am happy with it. Committed to svn.
Posted: 23 Sep 2007, 10:55
by KDR_11k
You added flighttime to the cannon, when the time runs out will the shot explode immediately or the next time it touches the ground?
Posted: 23 Sep 2007, 20:53
by ILMTitan
It will explode immediately after running out of time. Perhaps I should change that?
I'm also thinking about adding min/max bounce angle, and/or the ability to call a CEG on a bounce.
Posted: 23 Sep 2007, 20:57
by imbaczek
ability to explode and bounce away would be cool, too (scorched earth and leap frog bullet anyone? ^^)
Posted: 23 Sep 2007, 21:01
by KDR_11k
Timed fuse is good. Works for bombs too, right?
Posted: 23 Sep 2007, 21:03
by Snipawolf
Yes, keep it timed and add in the call for a CEG. I would like that greatly. I already have some weapons that could have used this.

Posted: 24 Sep 2007, 00:28
by rattle
What's the C in EG?
Posted: 24 Sep 2007, 00:38
by Neddie
Custom.
Posted: 24 Sep 2007, 07:16
by ILMTitan
CEG call added. Tag is bounceExplosionGenerator.
Posted: 24 Sep 2007, 10:08
by KDR_11k
Can you add a trail-like CEG while yo`'re at it? I mean, let us attach a CEG to a projectile that gets fired in an interval set with a separate tag.
Posted: 24 Sep 2007, 22:00
by Guessmyname
Yay for Serenity/Firefly avatar!
Posted: 26 Sep 2007, 05:45
by MadRat
Will this work for all weapon types, ilm?
Posted: 27 Sep 2007, 00:35
by ILMTitan
It will work for projectile weapons, such as explosive projectiles (ballistic things like plasma and bombs), missiles, OTA style lasers, emg's, flame projectiles, and possibly other things I am forgetting.
It will not work for hit scan weapons, like beamlasers, lightning guns and melee weapons.
Posted: 27 Sep 2007, 11:30
by KDR_11k
Flighttime on bombs seems weird, I've tried a flighttime of 6 and the bombs wouldn't go off until about 30 seconds later.
Posted: 29 Sep 2007, 08:24
by MadRat
How does NumBounce listed in the
http://spring.clan-sy.com/wiki/Weapon_Variables page affect this new idea?
Posted: 29 Sep 2007, 08:56
by ILMTitan
It's part of this patch. NumBounce is the (maximum) number of bounces a projectile can do.