A few Weponquestions

A few Weponquestions

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

A few Weponquestions

Post by Optimus Prime »

Hello,

i want to make spezial weaponeffects, but it seems, that that, what i want isnt possible. But before giving up i thought to ask here :)

1. Is it possible, to make a beamweapon follow its target? I want a turret, that fires a constant beam after a moving target. Is it possible without scripting? If so, how?

2. I want to have a beamweapon which explodes when hitting the ground or an enemy bigger than the small standardexplosion. Normally changing the defaultvalue and areaofeffect do this, but it seems not with laserbeamweapons. So is it possible? If yes, how?

3. I want to make that a turret "sleeps" after shooting for some time. For example a Turret fires a Laser and after that, it shall not turn or aim. How is it possible to make that?

Thank you!
Sean Mirrsen
Posts: 578
Joined: 19 Aug 2004, 17:38

Post by Sean Mirrsen »

First isn't possible without tampering with the engine code, unless you mount it on a fighter. Second is probably impossible too. Third is possible, you only have to introduce a scripted delay in the Aim script of the turret. For example, when the turret fires, it sets a variable and starts a script that changes its value back after some time. The Aim script checks for the value of that variable, and sleeps while it isn't what it wants. I hope that's clear enough.
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Optimus Prime
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Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

thanks for this fast answer! :)
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

For #1 use a rapid succession of short beam shot so the turret reaim between each. I don't remember clearly if weapons reaims betwean each shot of burst, if does, use a burst weapon.
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

1 if you make it fire short beams
2 Since the beamlaser does continous damage over time each explosion becomes quite small
3 i suppose something like that could be done from the script side, dont use burst together with beamlaser since beamlasers internally relies on the same functionallity.
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