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Some questions on weapons
Posted: 27 Jun 2007, 20:59
by Abokasee
Is it possible to have a weapon capable of paralyzing certain units and is it possible to have a weapon explode in the air? (like a air burst)
Posted: 27 Jun 2007, 22:13
by Guessmyname
Both are possible.
Paralysis is linked to the damage section, so if a paralysis weapon's damage section has (for example) Commanders=0.00000001; then it would not paralyse commanders - though a better way of doing that is using that immunetoparalysis tag (or whatever it's called).
Weapons can be set to explode at their max range using a tag whose name eludes me (burnlow or something). I use it for Hydra Flak batteries
Posted: 27 Jun 2007, 23:18
by Peet
burnblow=1;
Only works for plasma though.
Posted: 28 Jun 2007, 08:53
by Abokasee
Thank you,
But when I was talking about the paralyzing I meant it damages (or kills in my case) one type of unit, but paralyzes anything else
Posted: 28 Jun 2007, 09:32
by zwzsg
Use slaved weapons with complementary custom damage?
Posted: 28 Jun 2007, 17:33
by Abokasee
Sorry, I dont understand
Posted: 28 Jun 2007, 18:10
by Abokasee
Oh, I got a slight problem with making the packo a anti-nuke It dosnt open up, the anti-nuke just explodes inside
Posted: 28 Jun 2007, 20:07
by KDR_11k
Look at the way the antinukes are coded and replicate that? Though I think AN aiming should work like regular aiming because I once made the antinukes capable of shooting normal units in OTA...
Posted: 29 Jun 2007, 16:09
by zwzsg
Abokasee wrote:Sorry, I dont understand
Spring 0.63b1 changelog wrote:new fbi tag WeaponSlaveTo<x>=y, this will force the weapon x to use the same target as weapon y (y must be a lower numbered weapon than x). Might be usefull for say a mech like unit with many different weapons that should target in the same direction.
With that, hopefully, you can make two weapons, one that paralyse, one that attack, that act like one.
Posted: 29 Jun 2007, 16:30
by Guessmyname
A better way of doing that would be to force-fire a second weapon in the script when the paralyzer is fired. The second weapon would be set to only damage the unit you want it to hurt. Note: Won't work too well if the emp weapon is innacurate