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Weapon that stays on the ground? (napalm, poision,...)
Posted: 24 May 2007, 19:48
by knorke
I have not seen this suggested yet but it would be quite cool for gameplay:
a weapon that somehow keeps active after it hits the ground.
this could be used for things like burning napalm, poision clouds or psi-lightning-storms.
Posted: 24 May 2007, 20:02
by Gabba
Nice idea. If feel modders would go crazy with this.
Posted: 24 May 2007, 20:30
by AF
Like the demons main weapon in nanoblobz? Which leaves a nogo zone of orange radiation for a while after it hits its target?
Posted: 24 May 2007, 20:45
by knorke
it does?
i only know the glowing ground after d-gun, but this doesnt do damage and cant be animated to have flames and stuff (i think)
Posted: 25 May 2007, 02:35
by Fanger
I belive argh did that by slowing down the explosin speed so that it takes a while to finish blowing up...
Posted: 25 May 2007, 03:32
by Snipawolf
I would do it by making an invisible weapon that shoots like 20 shots in a few seconds with perfect accuracy.. AOE with DOT...
Edit: damn, argh beat me to it.. Wrong Fanger, he uses the way I just said...
DEMONGUN wrote:DEMONGUN_ACTUAL]
{
name=Area-Denial;
rendertype=1;
ballistic=1;
turret=1;
range=900;
weaponvelocity=350;
model=NullPoint.s3o;
burst=20;
burstrate=0.05;
sprayangle=50;
reloadtime=8;
areaofeffect=128;
impulsefactor=0;
impulseBoost=0;
craterMult=0;
craterBoost=0;
explosiongenerator=custom:NULL_FX;
tolerance=1000;
AvoidFriendly=0;
CollideFriendly=1;
ExplosionSpeed=128;
[DAMAGE]
{
default=1;
ULTRAHEAVY=1000;
HEAVY=1000;
REFLEC=1000;
LIGHT=1000;
}
}
Posted: 26 May 2007, 06:34
by Fanger
hrm, that would work, but I slightly dislike that setup for the fact that:
1. very long times wont work well,
2. if the weapon fires and the unit is moved there may or may not be issues ( I could be wrong on this depends on the time I suppose)
Posted: 26 May 2007, 21:35
by yuritch
Fanger wrote:1. very long times wont work well,
2. if the weapon fires and the unit is moved there may or may not be issues ( I could be wrong on this depends on the time I suppose)
3. If the unit is killed, the effect will end. Not a desired behavior, I suppose.
Posted: 26 May 2007, 21:43
by Fanger
well yes and no I suppose..
Posted: 26 May 2007, 22:04
by imbaczek
A good workaround would be the one I used in my barrage spell - create an invisible, invincible gaia unit that keeps shooting at a given spot. Needs LuaRules though, aka spring 0.75.
Posted: 27 May 2007, 07:58
by MadRat
This is where having the ability to define a multi-break explosion or a warhead attached secondary explosion/effect to the main device would come in handy.
Posted: 27 May 2007, 08:04
by Fanger
eh that would require a rewrite of the weapon code.. at least some of it..
Posted: 27 May 2007, 10:28
by MadRat
Or perhaps it would only be a slight change to the explosion. The weapons themselves would target and all that as they do now, only post-detonation would they need be changed. The warhead is a rinse and repeat effort. Multibreak explosions would likewise be rinse and repeat efforts.
Posted: 27 May 2007, 10:31
by rattle
Start coding madrat. Less talk, moar code. :P
Posted: 27 May 2007, 11:07
by KDR_11k
Make explosion generators able to emit projectiles.
Posted: 27 May 2007, 18:11
by Snipawolf
THAT would be awesome...
I already thought up something, a volcano explosion :D
Ground cracks open and starts hurling rocks and flame upwards, anything caught by it is dead meat.
So many more possibilities, what a great idea...
Posted: 27 May 2007, 18:58
by Fanger
zomygosh explosion generator emitting projectiles.. TEH AWESOMENESS OF THAT..
Posted: 27 May 2007, 20:41
by rattle
If we get a universal weapon type then as well...
Posted: 28 May 2007, 02:14
by Fanger
and a cure for cancer and world peace for all..
Posted: 28 May 2007, 07:34
by MadRat
rattle wrote:Start coding madrat. Less talk, moar code.

If this engine was done in BASIC it would of been done already. I'm not so hot reading C# syntax. The C language already gave me fits trying to pick it up. Learning BASIC as a first language really stunted my development.