weapons anti tags

weapons anti tags

Requests for features in the spring code.

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

weapons anti tags

Post by emmanuel »

for weapons same isinterceptor isatarget
a isantiradar=1;

+ a isradardetector=1; => can localiz if in range fbi radardistance=xxx;

a isantijammer=1;
+ a isjammerdetector=1; =>can localiz if in rang fbi jammerdistance=xxx:
Image
SonarDistance= same

+ a metaldetectordistance=xxx; (like magneticfield)=>can localiz fbi BuildCostMetal=xxx;
maybe a factor for distance*quantity

+ a EnergyMakedetectordistance=xxx;=>can localiz fbi energymake=xxx;
maybe a factor for distance*quantity

a pulse or doppler radar tag=>detect mobil unit or static unit only
+long refreshrate:syncro with antena turn rate script

a carrysubweapon=[nameofweapon]
or weapon type2 see in in totalA\gamedata\weapons.tdf

{agreing with antimissile dont activat weapon damag but an explodas
+add a selfdestruct and a ctrl key for specials weapon
=>maybe specials weapon must be units kamikaz(it s enable the possibility of submunition weapons)}

...to be continued
Last edited by emmanuel on 10 Aug 2006, 15:35, edited 1 time in total.
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Can the subweapon thing not be simulated with multiple weapons in the current version? Or do you mean a submarine weapon?
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emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

i thinked about ballistic weapon with a low accuracy with quick relod time
in a plane
but i can use the script made for naval old war they have a lot of firing plot
if i modelis a tomawak missile we wil see a factory look a silo build it and problem is=the player MUST select attack om factory menu or the missile land to near normally
if is a bmcode=1 is same the missile stay landed if not activated
this feature request a engine code improvement for be nicely used
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