
Melee weapons?
Moderator: Moderators
Melee weapons?
Could someone give me a crash course on how to make them work ingame? Thanks 

Submitted, yes. Doesn't mean they're included.
Basically you set WeaponType=Melee; in your weapon tdf and you have a melee weapon. It has no effects or anything, it just does damage every time it fires. Gotta script an animation yourself. In the current build it won't point at the target in AimWeapon, which is what I've changed.
Basically you set WeaponType=Melee; in your weapon tdf and you have a melee weapon. It has no effects or anything, it just does damage every time it fires. Gotta script an animation yourself. In the current build it won't point at the target in AimWeapon, which is what I've changed.
or just use the lightning weapon, with no reference to graphics files, it moves instantly to the center and already does everything we want melee to do, and you can just use multiple weapons to adjust for unit sizes
...just thought I'd throw that in there, since nobody got it after months and months lol
...just thought I'd throw that in there, since nobody got it after months and months lol
Targetborder = fail, because it doesn't take into account that you'd need a large area-effect to hit the origin of the targeted unit, which means you'd probably hit more than one target if all packed together, plus Spring's non-instant explosions cause all sorts of hit-registration problems.
You can fix most of lightning's problems very easily, by setting the speed high enough + a decent CollisionSize + CollideFriendly = 0 + CollideFeature = 0. It's still not ideal, and requires hack-arounds, and frankly, what we really need is a weapon that just does what your patch is going to do- just straight-up damage with an animation during FireWeaponX()...
You can fix most of lightning's problems very easily, by setting the speed high enough + a decent CollisionSize + CollideFriendly = 0 + CollideFeature = 0. It's still not ideal, and requires hack-arounds, and frankly, what we really need is a weapon that just does what your patch is going to do- just straight-up damage with an animation during FireWeaponX()...
Try a beamlaser.Argh wrote:Targetborder = fail, because it doesn't take into account that you'd need a large area-effect to hit the origin of the targeted unit, which means you'd probably hit more than one target if all packed together, plus Spring's non-instant explosions cause all sorts of hit-registration problems.
We have a winner!hunterw wrote:how do the beamer turrets work? why not just make it a beamer turret with a really short range and nonvisible fx?