?scripting possibility?

?scripting possibility?

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

?scripting possibility?

Post by emmanuel »

is a script can destroy his unit past definited timer ?
is possibl too :to randomly self destruct the unit ?

and i supose is not possibl to have more damage for ExplodeAs= when activator is on (ex onoffable nucreactor little explod when off)
maybe an suggest for developement forum
Last edited by emmanuel on 01 May 2006, 18:40, edited 1 time in total.
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

nope
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Actually, in Spring, the "explode" command does a little damage. Unlike TA were it was purely graphical. So, by doing a loop that keep doing "explode" on a piece near the unit center, I managed to get units self destruct in a shower of flame. The script bit looks like:

Code: Select all

while(TRUE)
	{
	explode head type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP3;
	show head;
	sleep 200;
	}
I haven't tested if it still work in latest Spring. I had lowered the apparent unit health via a large "damagemodifier" and a "set ARMORED to 1;", but it still took several seconds during which the unit showered with burning flames everything around before it eventually died.

I lobbied to get that into SWS to simulate droid deactivation when the droid command center is gone, but without success. I mean, I successfully coded it, but was unsuccesful in getting them accept it.
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emmanuel
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Joined: 28 May 2005, 22:43

Post by emmanuel »

it semms your script need a first hit
i search about a unit destruct by scripted count down like a weapon for use it as a submunition launcher
build in factory look a silo for heavy or cruise missile,his limited life time need a vtol factory path,fly on target it do look drop sub but it s a normal weapon burst (and after a kamikaz maybe)
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Drone_Fragger
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Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

Um...

Can someone translate that?
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unpossible
Posts: 871
Joined: 10 May 2005, 19:24

Post by unpossible »

emmanuel wrote:it semms your script need a first hit
i search about a unit destruct by scripted count down like a weapon for use it as a submunition launcher
build in factory look a silo for heavy or cruise missile,his limited life time need a vtol factory path,fly on target it do look drop sub but it s a normal weapon burst (and after a kamikaz maybe)
so you mean launch a 'weapon' (which is actually a unit behaving like a projectile/missile/whatever) and have it deploy submunitions once it's near the target, then after 1 tick explode so it looks like it was a cluster weapon?
Drone_Fragger wrote:Um...

Can someone translate that?
can't you?
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emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

yes in ota weapons a tag weapontype2 is not fonctionnal =a very great tag permit the first weapon after delay change in another kind of weapon(itself can be tagged by weapontype2)
so a torpedo after jump(need calcul timing) will be a cruise missile and after delay come back in water for be a torpedo or other soluce is attacking ground target in transforming in a burst of grenad...
for developer only...

me i think to cheat with engine=the factory is the lauchner (maybe another cheat in scripts for mobile factory) and the missile is a vtol ...his weapon is a mirv or a tropedo(nuclear maybe) but i don t want this unit have second use....i think to add iskamikaz=1 or a flag in script for selfdestroy after the first use of weapon
note the cruises missile sub munitions lauchner in reality have inertial/kinetic attack after realese of payload (for the french apache and maybe to for usa tomawak and alcm )
not resolve the droped submunitionbomb blu/belouga
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