Dropped burst weapons - Page 2

Dropped burst weapons

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

TA bombs appear to be burst because the bombers will drop like 10 in quick succession and stop. But this is because the bombs have very small reload rates and the bomber passes away from the target, and stops firing thusly.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Suggestion:
- If a dropped weapon has no burst tag, then use your hack to change it into a burst weapon with a burst of 8 or so and change the reloadtime to 5 or something stuff.
- If a dropped weapon has a burst tag, even a burst=1; then don't touch its TDF values and use them as they are.

Hopefully this should keep compatibility with old TA bombers while allowing new Spring only bombers to work like modders set them to.
maestro
Posts: 352
Joined: 08 Jun 2005, 11:10

Post by maestro »

I want TA Spring bomber to be able to drop bomb NOT only from center aircraft, NOT blocking WD carpet bomber script too....
bring back the OTA bombing system please :cry: :cry:
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

heh, AA Catapult (aka armraven), does fire from every single hole in the rack, pretty.

but it seems multylaunchrockets are not a burst weapon any more.

and there is a long (but simple?) script for fireprimary and queryprimary parts.

In burst weapons the pieces to query could have relation with a starting and ending firefrom piece number. hm.
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