Allow Nanos to be weapon types...

Allow Nanos to be weapon types...

Requests for features in the spring code.

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Forboding Angel
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Allow Nanos to be weapon types...

Post by Forboding Angel »

As in allow us to define a weapon instead of nanospray.

This was for example we could use beamlasers or beamweapons, lightning etc etc etc to use instead of nanospray along with allowing us to easily use Custom Explosion Generator effects in conjunction with building.


I know there was some talk about this before I really got into modding... Is there a relatively non hacky way to accomplish this already?


However, regardless, the request still stands.
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AF
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Post by AF »

This has already been done in kernel panic.

Turn off nanospray then when the cob is called emit some other sfx or weapon.
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Forboding Angel
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Post by Forboding Angel »

You can emit a weapon???


Needs examples plox ;)
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KDR_11k
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Post by KDR_11k »

You didn't notice???

emit-sfx 2048(2049, 2050, ...) spawns the first (second, third, ...) weapon's shot from the given piece. Emit-sfx 1024 and so on can do custom explo gens. Where have you been?
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Forboding Angel
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Post by Forboding Angel »

KDR_11k wrote:You didn't notice???

emit-sfx 2048(2049, 2050, ...) spawns the first (second, third, ...) weapon's shot from the given piece. Emit-sfx 1024 and so on can do custom explo gens. Where have you been?
I am a novice when it comes to scripting. Could you post an example in greater detail? Remember that I have only been truly modding for a few months, so I get to play catch up on a lot of things.
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lurker
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Post by lurker »

Forboding Angel wrote:Could you post an example in greater detail?
Did you look at the units in kernel panic yet?
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Forboding Angel
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Post by Forboding Angel »

I'm at work... so that would be a no.

However, even so, the kp stuff is not going to explain it to me. I would really like an explaination along with the example.
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Neddie
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Post by Neddie »

I think Peet may have done some work with this as well...
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KDR_11k
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Post by KDR_11k »

More explanation would be mostly talking about how BOS works. Calling emit-sfx 2048 from piecename spawns the weapon's shot at piecename. The tag to disable nanospray is shownanospray=0, for the target not to show the wireframe build effect use shownanoframe=0 on the target unit. I've also added some simple replacement build-effect into CvC, that may be more fitting than KP's because KP doesn't have to worry about resource shortage.
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Peet
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Post by Peet »

neddiedrow wrote:I think Peet may have done some work with this as well...
CRAZY ALLEGATIONS! GET OUT OF MY BRAIN, GODDAMN YOU CIA

That said, forb, poke me next time youre at home and in the lobby for halp.
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Forboding Angel
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Post by Forboding Angel »

heh that will be in about 1 hour from now.

<3 peet 8)
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Peet
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Post by Peet »

(actually i havent but I know how it works <_<)
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rattle
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Post by rattle »

I made lengthy posts with examples about it on smoths forum aeons ago.
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Forboding Angel
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Post by Forboding Angel »

can it be made to be easier?

Having to change scripting for every unit is tedius, and the way it works is (imo) very shoddy (no offense intended).
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Snipawolf
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Post by Snipawolf »

Look at Nano blobs, it's not bad, but its hard for large mods.
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Peet
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Post by Peet »

Forboding Angel wrote:can it be made to be easier?

Having to change scripting for every unit is tedius, and the way it works is (imo) very shoddy (no offense intended).
There's no other way to do it :P (well except maybe for luahax that nobody has tried yet)

Scripting is less tedius when you're actually doing your own units from scratch rather than building off crappy ta content, hint hint :)
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Forboding Angel
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Post by Forboding Angel »

Hey that's an idea, modeling and texturing new ones! Why don't you go ahead and hop on that? :P j/k <3 Peet
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KDR_11k
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Post by KDR_11k »

We're doing that, don't blame us for not having the same mod idea as you.
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