CVS build now supports 16 weapons per unit...

CVS build now supports 16 weapons per unit...

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IMSabbel
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Joined: 30 Jul 2005, 13:29

CVS build now supports 16 weapons per unit...

Post by IMSabbel »

... so the question is:
Who creates a unit to REALLY show off how cool this is?
Anybody here who has some naval dreathnaught, space battlecruiser or defense fortress to release?

(my personal idea would be the disco tower... just give it 16 beamlasers with all kind of neon colours :D)
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GrOuNd_ZeRo
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Post by GrOuNd_ZeRo »

Leave that up to Maestro, he can make huge super ships.

Y'know what i'd like? if weapons could be switched, I.E. swtich roles, from fighter to attack for example, that'd give some cool tactical options.

I guess this is possible as soon as spring is released with this support, you could use the on/off button I reckon to switch from bomber to fighter, etc.

Now we can have Mechs with a wide variety of weapons, that'd be fun.

But 16 different weapons, wow, that's a bunch.
Papasky
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Joined: 27 Aug 2005, 14:21

Post by Papasky »

If this is used for a space battlecruiser, 1 or 2 of these 16 weapons have to be plasma deflectors, that would look so cool 8)
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Min3mat
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Post by Min3mat »

and the rest BBs so that the BBs are even LESS accurate! LOL! :D
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SinbadEV
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Joined: 02 May 2005, 03:56

Post by SinbadEV »

16 Barrel Rainbow coloured Lazer Cannon, fires a dispersed arc of lazers... I'm noticed weapons are smart enough to not shoot my own guys so you could even use it in battle and have it just not shoot it's own guys...
Kixxe
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Post by Kixxe »

Big round tank, with 2 main guns and 14 machine gun positions. All shoot at diffrenct targerts... ^_<
Sorn
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Post by Sorn »

Someone want to make an ARM and a CORE super starship for Final Frontier? 8)
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SinbadEV
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Post by SinbadEV »

Flying Krogoth With Built In Nuke Silo?
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Nemo
Spring 1944 Developer
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Post by Nemo »

You know what I'm looking forward to with this, more than anything else?

SWTA. Star Destroyer. Its going to rock @_@.

Two plasma deflectors, projected from the shield generators. Independantly aiming turbolasers. A tractor beam. That supercool-KBOOM thing that shoots off the front of it.

I wonder who will figure out a way to switch between active weapons in FPS mode.

Edit. and/or assign seperate keys to different weapons.
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Min3mat
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Post by Min3mat »

the supercool boom thing was off a special class of super-star destroyer (with a mini-deathstar laser on the front) if i remeber correctly
Gnomre
Imperial Winter Developer
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Joined: 06 Feb 2005, 13:42

Post by Gnomre »

I could go in and script the Star Destroyer I have already to fire a bazillion weapons, I suppose... need to know what the functions and stuff are, though.
IMSabbel
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Post by IMSabbel »

Gnome wrote:I could go in and script the Star Destroyer I have already to fire a bazillion weapons, I suppose... need to know what the functions and stuff are, though.
-Spring can now use up to 16 weapons, use Weapon<1-16> and BadTargetCategory<1-16> in fbi file and Query<1-16> Aim<1-16> AimFrom<1-16> Fire<1-16> functions in scripts. Primary,secondary etc is aliased to weapon 1-3 but try not to mix old and new names in the same unit.
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zwzsg
Kernel Panic Co-Developer
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Post by zwzsg »

16? Only 16? Why a finite number?
Fnordia
Former Engine Dev
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Post by Fnordia »

We use some fixed-size structures to map function names to make it faster, so there will have to be some limit for now.. The limit could of course be raised to 64 or 256 weapons or something like that if 16 isn't enough.
Gnomre
Imperial Winter Developer
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Post by Gnomre »

Well, I've rigged up the Star Destroyer to have 8 independent turbolaser batteries, including the model, script, FBI, and weapon... now it dawns on me that I need a CVS build. Any donators?
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

/me ponders the possibilities of tank ammo types in WD.
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bobthedinosaur
Blood & Steel Developer
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Post by bobthedinosaur »

oh man, this so fixes so many problems for mechwars.....
Gnomre
Imperial Winter Developer
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Post by Gnomre »

Oh yeah, it works fine, I've been toying with it. It's quite fun to see 8 independent turrets firing ;)

For those interested, Fnordia changed the script functions to "AimWeaponX," "AimFromWeaponX," "FireWeaponX", and "QueryWeaponX" where X is the corresponding weapon number obviously.
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GrOuNd_ZeRo
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Post by GrOuNd_ZeRo »

That's exactly what I was thinking Flozi.
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Nemo
Spring 1944 Developer
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Post by Nemo »

Fnordia wrote:We use some fixed-size structures to map function names to make it faster, so there will have to be some limit for now.. The limit could of course be raised to 64 or 256 weapons or something like that if 16 isn't enough.
Well, I think 64 or higher would solve any issues with restrictions. It seems like Gnome is running into the 16 limit quickly enough with independant turrets on his Star Destroyer.
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