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Allow Nanos to be weapon types...
Posted: 11 Sep 2007, 18:58
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.
Posted: 11 Sep 2007, 19:08
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.
Posted: 11 Sep 2007, 19:13
by Forboding Angel
You can emit a weapon???
Needs examples plox

Posted: 11 Sep 2007, 19:15
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?
Posted: 11 Sep 2007, 20:26
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.
Posted: 11 Sep 2007, 20:32
by lurker
Forboding Angel wrote:Could you post an example in greater detail?
Did you look at the units in kernel panic yet?
Posted: 11 Sep 2007, 20:37
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.
Posted: 11 Sep 2007, 20:40
by Neddie
I think Peet may have done some work with this as well...
Posted: 11 Sep 2007, 20:53
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.
Posted: 11 Sep 2007, 23:05
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.
Posted: 11 Sep 2007, 23:23
by Forboding Angel
heh that will be in about 1 hour from now.
<3 peet

Posted: 11 Sep 2007, 23:29
by Peet
(actually i havent but I know how it works <_<)
Posted: 12 Sep 2007, 03:08
by rattle
I made lengthy posts with examples about it on smoths forum aeons ago.
Posted: 12 Sep 2007, 03:24
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).
Posted: 12 Sep 2007, 03:46
by Snipawolf
Look at Nano blobs, it's not bad, but its hard for large mods.
Posted: 12 Sep 2007, 04:11
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

(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 :)
Posted: 12 Sep 2007, 06:18
by Forboding Angel
Hey that's an idea, modeling and texturing new ones! Why don't you go ahead and hop on that?

j/k <3 Peet
Posted: 12 Sep 2007, 08:13
by KDR_11k
We're doing that, don't blame us for not having the same mod idea as you.