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Posted: 18 Jul 2006, 21:39
by Snipawolf
CayDr, you cheapo, no wonder when I made the peewee shoot 20, it fired 3 in one then 17 in the other!
CayDr, you work a lot but I wasn't expecting that

Posted: 18 Jul 2006, 22:31
by KDR_11k
Burst shots don't call FireWeapon*. It's annoying. You have to increment the gunpoint counter in QueryWeapon* but some gunpoints will be skipped since Spring will also call QueryWeapon* when it tries to aim the weapon. That's what first gave me the idea to give the Titan a larger volley instead of having it fire six missiles (out of its six launchers) so it's no longer visible that some gunpoints are skipped.
Posted: 18 Jul 2006, 22:52
by Snipawolf
Interesting
Posted: 19 Jul 2006, 01:06
by Snipawolf
Can the DGun button be used for something other than that? Like a rocket volley or something, I mean, we could have "spells" if it did work

Posted: 19 Jul 2006, 01:24
by Kixxe
Snipawolf wrote:Can the DGun button be used for something other than that? Like a rocket volley or something, I mean, we could have "spells" if it did work

I think it can... i have seen it been used in OTA for many things...
Posted: 19 Jul 2006, 01:26
by Snipawolf
Bad. Ass. !.
Posted: 19 Jul 2006, 02:52
by Gnomre
There was some retarded hackjob method to making it work in Spring though... I can't recall the details honestly.
Posted: 19 Jul 2006, 02:53
by Snipawolf
I'll just mess around...
What's testing for

Posted: 19 Jul 2006, 21:54
by Snipawolf
ZOMG Another newby question!
Anyhow: Is it possible to have a unit check how MANY units it is transporting? If so I got some badass ideas

Posted: 19 Jul 2006, 22:45
by j5mello
yes im fairly sure this is possible as a a unit in SWS does this.
I look to Gnome or another SWS dev to expalin/elaborate
Posted: 19 Jul 2006, 22:59
by Gnomre
Just set up a counter static-var that's increased every time the unit loads and decreased every time it unloads.
Code: Select all
static-var counter;
Create() {
...
counter = 0;
}
WhateverThePickupFunctionIs() {
...
attach-unit unitid;
++counter;
}
WhateverTheDropFunctionIs() {
...
drop-unit unitid;
--counter;
}
Posted: 19 Jul 2006, 23:19
by Snipawolf
I gotta love scripts, these seem like you can do MANY things with them

Posted: 22 Jul 2006, 17:00
by Snipawolf
Is it possible to have a factory with 2 outlets? That work separatly, like one for infantry and one for vehicles?
Posted: 22 Jul 2006, 18:20
by KDR_11k
No.
Posted: 22 Jul 2006, 20:01
by Snipawolf
Thanks everyone...
Nub question time:
What all can I use on and off for?
And how do I get that missile flare(on end of missile in game)?
Edit: another one too, almost forgot...
Can we have when something like a grenade explodes it sends out shrapnel that explodes too?
Posted: 22 Jul 2006, 20:43
by KDR_11k
On and off calls the Activate and Deactivate functions. Anything you can write in that works.
The activation state also toggles some other things like energy use but if you don't use those the on/off switch can be used in any way you like (if you let both call the same function you can have them act as an action button for anything script triggered, you could also cycle through more states than on and off in your script).
The missile flare is attached to the first child object of the missile model as long as smoketrail=1.
Secondary explosions (shrapnel) aren't possible.
Posted: 23 Jul 2006, 02:03
by Snipawolf
Urghh, can I set a weapon timer, whereas if I throw a nade it will roll around for 5 seconds then blow up?